branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
When stacking items, compare via item.info.condition.max rather than maxCondition, since maxCondition can be lowered after repairs.
Adjust steering, now easier to control for people like me with 300ms ping
Graduate collision effect placeholder to be not placeholder anymore
BillB test map edit. Moved spawn point, added a generally troublesome vehicle layout
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
Adjust steering lerp value
Refactored steering, should now be easier to make small adjustments
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
Merge in the latest push fix changes
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
Remove unused (and already disabled) collider from Modular Car driver seat
'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fix repair info text, which was affected by the blueprint issue as well
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
Merge inside-car repel force and hurt force changes -> Vehicles
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
Merge headrest collider into one GameObject
Fix armoured cockpit seat colliders not matching its seats
Merge ent kill for vehicles fix, new AdminKill method
Merge low fuel light branch -> Vehicles
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Merge from Main -> Vehicles
To be safe, early exit from AttemptMount if IsDead
Allow cars to throttle forward while rolling backwards at any speed
Don't show Check Engine light on a failed engine start if the only problem is no fuel
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
Change fixcars command to force the selected tier, instead of only replacing <tier parts
Extra safety check for the ModuleEntityAdded early exit
If vehicle is destroyed while waiting for the Invoke to add a module, bail out and destroy the module. Fixes "Setting parent to entity that hasn't spawned yet! (net is null)" error (it was actually spawned, but then also destroyed)
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
Low speed power boost edit
Bit more power for hill climbing
Rolling off top speeds, balancing values for the new system of requiring a full set of modules
New UI info on needing engine components