branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
Using IOStateChanged instead of UpdateFromInput
Boot out player interaction if they're using the lift when it loses power
Remove obsolete method, exit Modular Car inventory loadout, edit test map
Merge from Main -> Vehicles
Pedal max angle change from 90° to 75°
Animate speedometer and fuel gauge
Animating both accelerate and brake. Packing data to the client in a combined float. Protocol++.
Accelerator pedal now IK animated
Attach feet to accel/brake pedals
Fixed steering wheel interaction issues in vehicles with multiple steering wheels/drivers
Adjusted seating position on all seats
Fixed everyone in any seat trying to hold the steering wheel
Fixed damage tex not being set correctly on initial connection for modules at 0 health
Merge from Main -> Vehicles
Don't show health on static vehicle lift
Disable TailLights for now
Check if on vehicle, fixes menu NRE
Send health values to client after adding modules
Fixed SkinnedMeshRenderers not showing damage texture
Disable headlights by default for now
Cleaned up engine audio update method
Send throttle input value to client, for use with audio. Protocol++.
Adjust power connection and deploy mesh for vehicle lift
Vehicle lift electricity work
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
Lift LOD edit. Show lights at all LODs
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Adjust engine power and drag, plus extras
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Powered light for vehicle lift
Make sure block param gets set on EmissionToggle
Adjust EmissionToggle to handle calling SetEmissionEnabled before OnEnable.
Behicle lift in use status light now working
More vehicles on the test map
Actually nah, don't add vehicle lift to Craggy
Added a vehicle lift to Craggy
Simplified decay code for car and minicopter