userBill Bcancel

13,104 Commits over 2,800 Days - 0.20cph!

4 Years Ago
Updating comments etc
4 Years Ago
Eliminated ModularCarSocket. ModularVehicleSocket might have well always have wheel info and simplify things.
4 Years Ago
Code review: Major refactor of modular vehicle scripts to make them less reliant on generics. Some cleanup etc still to go.
4 Years Ago
Rename StandardVehicleModule to BaseVehicleModule
4 Years Ago
Get rid of "IsUIInteractable" ItemDefinition property that "dummy item" slots are using. Feels too close to a hack, need to do this a better way.
4 Years Ago
Ignore item interaction if the parent canvas group is set to non-interactable
4 Years Ago
Reword vehicle edit info message
4 Years Ago
Set garage interaction to occupied/available correctly, and kick player out of interaction if it's no longer valid.
4 Years Ago
Edit "Modular Cars" inventory loadout
4 Years Ago
Added a comment to StorageContainer "OccupiedCheck", as its return value confused me a bit
4 Years Ago
Remove overriding of some health methods in the chassis
4 Years Ago
Reinstate vehicle edit UI after merge
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Update vehicle edit UI prefab
4 Years Ago
Merge Vehicle UI branch back into Vehicles
4 Years Ago
UI now refreshes correctly when a new chassis is added to the lift while already looting
4 Years Ago
Fixed chassis create calling a server method from the client. Working on adding and removing editable vehicles from the garage UI on-the-fly.
4 Years Ago
Lift go more fasterer
4 Years Ago
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4 Years Ago
Corrected containers in the vehicle edit UI
4 Years Ago
Chassis spawn is more reliable, physics don't go crazy. Moved vehicle lift trigger components so that they raise and lower with the lift.
4 Years Ago
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4 Years Ago
Vehicle editing UI and vehicle lift changes, WIP
4 Years Ago
Can now spawn chassis with appropriate resources
4 Years Ago
Chassis craft UI WIP
4 Years Ago
Vehicle garage loot panel WIP
4 Years Ago
Chassis items rename
4 Years Ago
Add interpolation delay to the vehicle lift so it better matches the vehicle's position on the client
4 Years Ago
Defined vehicle chassis build costs
4 Years Ago
Vehicle garage code
4 Years Ago
Fixed module repairs
4 Years Ago
Rebuild manifest
4 Years Ago
More vehicle garage work
4 Years Ago
Vehicle lift and vehicle editing work
4 Years Ago
Subtractive merge on PlayerLoot distance change. I don't need it anymore, so reverting to the previous code.
4 Years Ago
Vehicle lift interaction work
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
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4 Years Ago
Adjust push forces
4 Years Ago
Players can now push vehicles to right them when flipped, or just give a car a shove in neutral
4 Years Ago
Removed superfluous RefreshVisibleModels call
4 Years Ago
Fixed dodgy floating-point precision causing vehicle sockets to not always be found successfully on the client
4 Years Ago
Can now right-click move engine modules to vehicle sockets
4 Years Ago
Don't show damage FX on destroyed modules
4 Years Ago
Add back placeholder destroyed models for the two modules that lost theirs
4 Years Ago
Remove the two temporary test modules
4 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Can now repair modules directly from the vehicle garage UI. Some RepairBench methods are now static so that the garage UI can use the same methods. Had to remove the module managers from the Rust.Modular namespace because RpcCalls.cs hates namespaces. Split BaseModuleManager into .Client and .Server subs.
5 Years Ago
Improved association between item health and module entity health. Stopped showing entity start health in inspector since it's based on the module. Fixed module damage FX not showing up properly after damaging.