branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Get rid of "IsUIInteractable" ItemDefinition property that "dummy item" slots are using. Feels too close to a hack, need to do this a better way.
Ignore item interaction if the parent canvas group is set to non-interactable
Reword vehicle edit info message
Set garage interaction to occupied/available correctly, and kick player out of interaction if it's no longer valid.
Edit "Modular Cars" inventory loadout
Added a comment to StorageContainer "OccupiedCheck", as its return value confused me a bit
Remove overriding of some health methods in the chassis
Reinstate vehicle edit UI after merge
Merge from Main -> Vehicles
Update vehicle edit UI prefab
Merge Vehicle UI branch back into Vehicles
Add interpolation delay to the vehicle lift so it better matches the vehicle's position on the client
Defined vehicle chassis build costs
Vehicle lift and vehicle editing work
Subtractive merge on PlayerLoot distance change. I don't need it anymore, so reverting to the previous code.
Vehicle lift interaction work
Merge from Main -> Vehicles
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Players can now push vehicles to right them when flipped, or just give a car a shove in neutral
Removed superfluous RefreshVisibleModels call
Fixed dodgy floating-point precision causing vehicle sockets to not always be found successfully on the client
Can now right-click move engine modules to vehicle sockets
Don't show damage FX on destroyed modules
Add back placeholder destroyed models for the two modules that lost theirs
Remove the two temporary test modules
Merge from Main -> Vehicles
Merge from Main -> Vehicles
Can now repair modules directly from the vehicle garage UI.
Some RepairBench methods are now static so that the garage UI can use the same methods.
Had to remove the module managers from the Rust.Modular namespace because RpcCalls.cs hates namespaces.
Split BaseModuleManager into .Client and .Server subs.
Improved association between item health and module entity health.
Stopped showing entity start health in inspector since it's based on the module.
Fixed module damage FX not showing up properly after damaging.
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Collision damage now routes to the appropriate module, not just the chassis
Basic working health sync between physical modules and their items
Move show model/hide model methods
Fixed modules that were missing model settings and rebuilt manifest.
Comments, plus test module update
Fixed toggle buttons being hard to click
Model visibility info edit
Allow restricting model visuals to e.g. "show only if NOT wheels".
Improved visible model refresh methods