userBill Bcancel
branchrust_reboot/main/vehicles/MakeVehiclesDestroyablecancel

21 Commits over 30 Days - 0.03cph!

4 Years Ago
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
4 Years Ago
Force network sync on destruction. Fixes new lifestate not always getting synced
4 Years Ago
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
4 Years Ago
Use the destroyed look material for vehicle gibs
4 Years Ago
Assign Thai's gibs to all modules and chassis types
4 Years Ago
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
4 Years Ago
Hide Start Health on chassis since it's taken from the item
4 Years Ago
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
4 Years Ago
Icon change
4 Years Ago
Merge from Vehicles -> MakeVehiclesDestroyable
4 Years Ago
Allow pushing dead cars
4 Years Ago
Adjust car container drop chances
4 Years Ago
Deduce post-death damage required to gib from 1000 to 500.
4 Years Ago
Merge from Vehicles -> MakeVehiclesDestroyable
4 Years Ago
Don't show hammer repair highlight on destroyed vehicle
4 Years Ago
Added transitional form between killed and gibs, where there's just the burnt-out scrap vehicle. A lot of new IsDead() checks. Also removed old unused vehicle teleporting code that I added a while ago.
4 Years Ago
Merge from Vehicles -> MakeVehiclesDestroyable
4 Years Ago
- Propagate damage even when it's a 0 health module being hit. - Propagate damage to all other modules, not just adjacent ones.
4 Years Ago
Decay modular cars at 25% rate if inside
4 Years Ago
Vehicle destruction with per-module gibs now working
4 Years Ago
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.