13,182 Commits over 2,830 Days - 0.19cph!
Vehicle brake light code changes
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Merge from Main -> Vehicles
Replace Reserved2 with FLAG_LIGHTS const
Fix gas station fridge door:
- Fix LOD levels 1 and 2 not matching LOD 0 Y angle
- Add missing collider
Adjust DAMAGE_TO_GIB again
Merge MakeVehiclesDestroyable -> Vehicles
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
Force network sync on destruction. Fixes new lifestate not always getting synced
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
Use the destroyed look material for vehicle gibs
Assign Thai's gibs to all modules and chassis types
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
Hide Start Health on chassis since it's taken from the item
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
Merge from Vehicles -> MakeVehiclesDestroyable
Adjust car container drop chances
Deduce post-death damage required to gib from 1000 to 500.
Merge from Vehicles -> MakeVehiclesDestroyable
Don't show hammer repair highlight on destroyed vehicle
Added transitional form between killed and gibs, where there's just the burnt-out scrap vehicle. A lot of new IsDead() checks. Also removed old unused vehicle teleporting code that I added a while ago.
Merge from Vehicles -> MakeVehiclesDestroyable
Better interface for liquid storage UI on the vehicle lift
Vehicle lift module internal storage UI changes,. Make it clear that it's not for adding items to internal storage
- Propagate damage even when it's a 0 health module being hit.
- Propagate damage to all other modules, not just adjacent ones.
Decay modular cars at 25% rate if inside
Vehicle destruction with per-module gibs now working
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.
Fix minicopter using the HotAirBalloon outsidedecayminutes value instead of its own. As a side effect, increases minicopter decay time from 180 minutes to the intended 240 minutes.
Tooltip comment change only
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Merge from Main -> Vehicles
Fixed engine audio issues when entering a network group with a running vehicle
Fixed engine sound not playing when player entered a network area with a running vehicle. This was caused by the engine state being set before the engine loaded in.
Include AntiVehicle damage type in the explosion forces cars receive. Some "explosive" weapons don't actually apply "Explosion" damage.
Reduce car fuel use in general, and adjusted performance calculations. Fuel use at low performance was too high
Have the fuel gauge drop to zero when engine is off. REALISM
Fix Check Engine light staying on after engine is turned off.
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
Merge from Main -> Vehicles
Changes to PlayerAnimation to fix players attempting to swim while mounted:
- Only transition to Swim if Posing is false.
- Transition away from Swim if Posing goes to true.
Allow modular cars to spawn on road OR roadside topology
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
Boot out currently looting players from engine bay looting when the engine starts
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.