13,129 Commits over 2,800 Days - 0.20cph!
Add storage component to storage module + manifest rebuild
Removed storage system from flatbed modules
Set up 2module_passengers entity
Increase fuel tank health
Added items and placeholder icons for 1module storage and 2module passenger
Add note to base chassis re bounds.
Raise chassis bounds to encompass the area that will be taken up by modules. Fixes module interaction issues.
Fix invalid item in Modular Cars inventory loadout
Updated entity bounds to match the current module and chassis models. Rebuilt manifest.
Fix health conditional calculation
Refresh conditions on all health changes now, not just 0 vs. non-zero
Conditionals now allow for any health percent, not just alive/dead
Move new conditional UI button to the bottom
Prevent residual water/dirt/smoke FX when teleporting vehicles
Vehicle teleport now moves instantly instead of lerping to the new position. Also added support for non-Spawnable type vehicles to move back to their initial position using the ReturnToSpawn system as well.
Wooden wall around test map, prevent driving accidentally out of bounds
Merge from Main->Vehicles
Undo prefab unlink commit. Let's try Jarryd's new fix instead.
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.
Put Craggy back to daytime
Merge from Main->Vehicles.
Fix corrupted fuel tank meta and ref
Revert accidental ProjectSettings commit in
44407
Code gen for the new modularcar population convar
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
Lower vehicle waterlogging point from 1.25m to 0.75m
Fix assigned module presets
Don't try to load save on Craggy
Fix vehicle garage null ref on panel close
Merge from Main -> Vehicles
Hide damage FX when engine is off
Modular Cars inventory loadout edit
Spawning chassis now costs the appropriate resources
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.
Merge from Main -> Vehicles
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health.
- StartMaxHealth() now returns MaxHealth() instead of StartHealth()
- ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
Setting initial chassis health + minor code cleanup
Update editor modular car player inventory loadout to include a hammer
Spawned vehicles start with heavy damage
Reworking vehicle spawn settings, added property drawer
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Now spawning modular cars on map with modules, using new and improved method. Don't need random spawn intermediate entity anymore.
Updated spawnable vehicle prefab variants
Working on changes to vehicle map spawn. Added ModularCar population convar. Manifest++.
Removed cage module, plus its item, model etc. Removed two presets that were using the cage. Removed some other unused bits.