userBill Bcancel
branchrust_reboot/main/vehiclescancel

1,452 Commits over 792 Days - 0.08cph!

4 Years Ago
Merge from Main->Vehicles
4 Years Ago
Undo prefab unlink commit. Let's try Jarryd's new fix instead.
4 Years Ago
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.
4 Years Ago
Put Craggy back to daytime
4 Years Ago
Merge from Main->Vehicles.
4 Years Ago
Fix corrupted fuel tank meta and ref
4 Years Ago
Revert accidental ProjectSettings commit in 44407
4 Years Ago
Code gen for the new modularcar population convar
4 Years Ago
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
4 Years Ago
Lower vehicle waterlogging point from 1.25m to 0.75m
4 Years Ago
Fix assigned module presets
4 Years Ago
Don't try to load save on Craggy
4 Years Ago
Fix vehicle garage null ref on panel close
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Hide damage FX when engine is off
4 Years Ago
Modular Cars inventory loadout edit
4 Years Ago
Spawning chassis now costs the appropriate resources
4 Years Ago
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.
4 Years Ago
Cleanup
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
4 Years Ago
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
4 Years Ago
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health. - StartMaxHealth() now returns MaxHealth() instead of StartHealth() - ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
4 Years Ago
Setting initial chassis health + minor code cleanup
4 Years Ago
Update editor modular car player inventory loadout to include a hammer
4 Years Ago
Spawned vehicles start with heavy damage
4 Years Ago
Reworking vehicle spawn settings, added property drawer
4 Years Ago
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4 Years Ago
Now spawning modular cars on map with modules, using new and improved method. Don't need random spawn intermediate entity anymore.
4 Years Ago
Updated spawnable vehicle prefab variants
4 Years Ago
Working on changes to vehicle map spawn. Added ModularCar population convar. Manifest++.
4 Years Ago
Removed cage module, plus its item, model etc. Removed two presets that were using the cage. Removed some other unused bits.
4 Years Ago
Add spawnable script to vehicles
4 Years Ago
Preset spawns now use the correct defined slots, instead of just stacking modules after each other
4 Years Ago
Improved validity checking for vehicle presets
4 Years Ago
Added some random presets without a full complement of modules in sockets
4 Years Ago
Spawning random preset vehicles now functional. Manifest update.
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Reduce 2-module chassis steer angle.
4 Years Ago
Give the small engine a little more power
4 Years Ago
Preset config UI edit to handle multi-selection
4 Years Ago
Defined 16 preset vehicles
4 Years Ago
Vehicle physics testing edits
4 Years Ago
New ScriptableObject and custom editor allows predefining a modular car (chassis + modules)
4 Years Ago
Revert random modular spawn changes. Truly random vehicles, even if enforced as containing the right modules to be driveable, are often a poor configuration anyway. Keep random spawn as truly random instead, and we'll use a manually curated list for map spawns.
4 Years Ago
Code needs cleanup, but all random-gen vehicles are now enforced as driveable.
4 Years Ago
Reduce steering assist on modular vehicles from 50% to 25%
4 Years Ago
Fix double engine module on test map vehicle
4 Years Ago
Adjust lift obstruction sensor
4 Years Ago
Vehicle lift now aborts descent and retries later, instead of mercilessly crushing anything below it