branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

5 Years Ago
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5 Years Ago
Extra debug, and add one-frame wait to module add on the server as well.
5 Years Ago
Additional debugging for the live server
5 Years Ago
Added damage texture support to chassis
5 Years Ago
Modules now show damage texture effect
5 Years Ago
Enable instancing on vehicle mat
5 Years Ago
Adding explanation to SpawnPop params
5 Years Ago
Fix TestRidableHorse which had lost its spawnable script
5 Years Ago
Manifest rebuild after merge
5 Years Ago
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5 Years Ago
update collider
5 Years Ago
updated module model/ texture/LOD
5 Years Ago
Conditionals now check on the server as well, letting conditional colliders get enabled/disabled correctly
5 Years Ago
Fix compile again
5 Years Ago
Unified engine audio into a central manager. Engine sound now grouped by engine type. New ScraptableObject format for defining engine audio settings.
5 Years Ago
Fix server compile
5 Years Ago
Add additional wheel data to car audio manager. Move engine start/stop sounds to manager.
6 Years Ago
Minor edits to repel system. Added testing object to test map.
6 Years Ago
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6 Years Ago
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
6 Years Ago
Adjust player damage multiplier with vehicle speed
6 Years Ago
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
6 Years Ago
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.
6 Years Ago
Remove Mesh Baker
6 Years Ago
Adjusting spawn settings
6 Years Ago
Decrease vehicle default pop value from 10 to 2.
6 Years Ago
Code gen/manifest. Restores lost modularcar pop convar.
6 Years Ago
Fix incorrect vals on 3mod chassis
6 Years Ago
Put OnHealthChanged event back to being server-only (as it originally was before I changed it a while ago), but moved it to BaseCombatEntity.Server so it won't confuse future newbies. Code review: Converted module component update calls to come from the vehicle, instead of using the Unity methods. Removed the OnEnable/OnDisable use entirely.
6 Years Ago
Prevent "Look rotation viewing vector is zero" complaint from Unity
6 Years Ago
Another OnValidate switch to PreProcess
6 Years Ago
Merge coroutine/invoke changes branch
6 Years Ago
VehicleLiftObstuctionSensor removed. Use a basic TriggerBase instead.
6 Years Ago
Free the old magnet occupant properly
6 Years Ago
Update magnet snap to use a similar system to VehicleLiftOccupantTrigger
6 Years Ago
Fix another null check problem
6 Years Ago
Add null check
6 Years Ago
Rewrote occupant trigger to use a more logical TriggerBase system. Adjusted layers on obstruction sensor. Protocol++.
6 Years Ago
Code review: Another coroutine>invoke change
6 Years Ago
Code review: Use Facepunch Invoke instead of StartEnginesCo coroutine
6 Years Ago
Code review: Facepunch Invoke instead of coroutine for ModuleAddOneFrameWait
6 Years Ago
Merge from Main->Vehicles
6 Years Ago
fix fuel tank collider condition removed unused texture / material
6 Years Ago
Fix item assigned where it should've been the entity prefab
6 Years Ago
Prevent error in editor script OnEnable by moving the FindProperty calls
6 Years Ago
Fix editor script glitch that was breaking Fuel Tank + fix refresh button being disabled.
6 Years Ago
Class rename only
6 Years Ago
more
6 Years Ago
collider tweak
6 Years Ago
adding LOD Regrouped all the module/chassis etc on a single mat/texture