branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
BaseVehicle seat clipping trick now ignores trigger colliders
Put #server flag around MountPointInfo mountable. Moved one place on the client that was referencing it.
Fixed modular cars double-calling UpdatePlayerModel on modules
Removed the clientCollider/serverCollider code from BaseBoat. Since we now rely on convex colliders at all times, it's no longer needed.
Fixed a couple of prefab import issues
- Camper code review: Adjusted name and description to match the others.
- Made modules user-craftable by default instead of overriding the setting on each one.
Camper code review: Moved icon
Merge from Main -> Vehicles
New 2socket vehicle preset
Updated armoured module icons to match their new look
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
Merge from Main -> Vehicles
Merge from Main->Vehicles
Make sure modules have SOME health when initially spawned in
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
New vehicle presets that use the passenger armoured module
Front sliding windows now functional on the new armoured passenger module.
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
Remove obsolete comment component from vehicle module base
Fix NRE in DisableInternalCollisions when net is null
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
Do the IsOutside() check from the bounds mid point instead of the top, but continue on if the hit collider is part of the entity doing the check. Makes the outside check more reliable.
Reduced ScrapTransportHeli outer bounds to match its actual size, they were massive.
Added gibs for all the different panels that fall off modular cars as they take damage
Adjust car front/rear hurt triggers
Reduce car collision damage to players and to NPCs
Merge from Main -> Vehicles
Fix cars sliding weirdly on slopes, also improve the "handbrake" when dismounting cars at low speed, so they'll properly stay still
Merge from Main -> Vehicles
In extremely rare situations, TryConvertPositionToSocketIndex could fail on the client, with the modules not yet positioned correctly. Sync the socket index as a reliable replacement. Protocol++.
Change bumper world colliders from a capsule to two spheres, attempting to reduce the chance of getting stuck in something
Add a power pole to BillBTestMap
Removed the distance var from carstats as it didn't work well
Fix carstats NaN max health showing on partial cars
Not vehicles - fix spelling mistake in the description for window embrasures: form -> forms
Fix power usage showing as 1 when selecting the vehicle lift in the inventory. Now correctly shows the real use as 20
Merge from Main -> Vehicles
Merge from Main -> Vehicles
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
Combine error text for BaseModularVehicle socket errors
Null check for ModularCarAudio
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.
Improved modular car lift Prevent Building, Deploy Volume, and Entity Bounds. Lifts can now be placed in tighter areas, including T-shaped floor sections.
Move TriggerBase logged warnings behind ConVar.Debugging.checktriggers
Merge from Main->Vehicles
Merge from Main -> Vehicles
Move ice lake snow colliders so it's easier to detect ice vs. snow in VehicleTerrainHandler (ice and snow share the same physics material)
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)