13,104 Commits over 2,800 Days - 0.20cph!
Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
Merge back from CarPhysicsChanges>Vehicles
Friction and drive force edits
Terrain, slight edits to audio class
Vehicle physics updates, support for modifying acceleration via force curve
Working on engine physics changes. Now able to set top speed, power curve. Still WIP
Fix ClientOnly GameObject positioning on modules
Engine module internalsUI
Engine - hide unused slots
Working on engine module loot. Fixed fuel tank module which seemed to have lost its storage.
Work on not allowing modules to be moved/removed while they have storage
Use InvokeHandler instead of Unity invoke
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
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Don't allow moving or removing modules that have stored content + other cleanup
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Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Edits to storage interaction
Fix engine storage parenting on 1mod_engine
Initial commit of engine internal items work
Initial commit of internal engine items
Better slow-speed exit handbrake system
Fix VehicleEditingItemIcon refresh
Adjusted player position in seats as there was some clipping through seats
Make chassis colliders more rounded so they'll handle rough terrain more nicely (similar to sedantest "boat" style)
Chassis visuals performance further improvement
Client performance: Don't animate chassis visuals if it's behind the camera