branchrust_reboot/main/qol_nov_22/ModularCarCodeLockscancel
19 Commits over 0 Days - ∞cph!
Fixed fuel tank interaction not working with keycodes
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
Set lock destroy health to 20%
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations.
Fixed car locks getting errors if the save file had a null lock code.
ModularCarLock revert Save changes
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
Code lock entry fail effect now plays on all code locks attached to the vehicle
Code entry UI and functionality on the vehicle itself. More bug fixes.
Fixed car lock conditional refresh not always triggering
Fixed client-stuff that the server was referencing - send a 'using keycode' flag over to the server. Also moved isOpen in UIDialog to client-side only.
Getting the keypad entry dialog working as a sub-dialog of the vehicle lift UI panel
Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.
Setting up ability to set and change code from a vehicle lift
Option to destroy a lock on a modular car now becomes available at 25% module health (was 15%).
Still WIP, ported all basic code lock functionality to modular car locks.
WIP replacing modular car key locks with code locks