13,129 Commits over 2,800 Days - 0.20cph!
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.
Use 7 instead of 7.5 for the throttle-to-4-bit conversion, so that 0 throttle converts back to zero correctly. Fixes "accelerator jitter".
Add explanatory comments to the ModularCarUpdate RPC input data
Set different driving pose, added use of 'vehicleSteering' parameter. Adjust wheels to turn at the same visual rate as the steering wheel.
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'_collider' var on BaseCombatEntity was no longer used anywhere. Removing it.
Storage mass adjust experiment
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
▇▆▅▄ ▍▊▄▇ ▌▌▇▆▅▄▇ ▇██▇▆▇▍ █▅▊█▄▉▆ ▅▅▄▋▅▆▌ ▇█▋▉ ▇▆ ▆▇▍ ▅▇▅▆▅▇ ▇▉▌▆▇▌▄▇█▊▉. ▄▋ ▋▆▉▍ ▋█▍▄▋ ▋▌▅▋ ▅▅▉▅▌'▆ ▅▋▋█▌▌▌ ▄▇▅▆▍▌.
Cheating a little with colliders to give us more ground clearance
Increase water tank input/output rate
Merge from Main -> Vehicles, get the latest fluid I/O code
Wire tool now ignores prevent building volume on modular cars. New IgnoreWireCheck tag.
Vehicle storage container handling work. Expand IItemContainerEntity interface.
More efficient position check
Change update to FixedUpdate
Break vehicle tanker IO connections if the vehicle moves
IOEntity liquid basics for fuel tanker module. Still need to handle movement.
Rename ContainerIOEntity Menu_Occpued to Menu_Occupied. Rename StorageContainer Menu_Occpued to Menu_Occupied.
Merge from Main->Vehicles
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
Revert wheels to 100% size, lower axle height further instead.
Lowered axles 4cm to stop larger wheels hitting the frame at full compression
15% increase in wheel size
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Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
Turn off additional vehicle lift functions if the lift has no power
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
Vehicle module repair highlight effect no longer looks horrendous.
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
Reduce MIN_PERFORMANCE_FRACTION to 0.15
Increase engine low performance threshold to 45%
Minor edits to engine item spawns
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
Remove missing prefabs from Craggy
Engine part world model changes
Remove unused code in VehicleTerrainHandler