branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
More work on the configurable module models for Thai. Nearly done now.
Implemented SocketIsFree method
Better system for sockets
Bit of a hack to get module sockets working again, will fix this properly soon
Adjusted wheel collider positions to match Thai's new models
replaced missing element in chassis3
Working on a setup for Thai where module model renderers can adapt to appear differently in different slots
WIP suspension/steering setup
Added inventory item prefabs for every existing vehicle module
updated the chassis entities with the proper parts
updating wheel model/texture/mat
separated chassis into part for setup (no rig yet), updated the socket position for proportion
Vehicle garage lift area, added non-functional crafting table
Initial work on vehicle editing UI
Initial work on vehicle editing UI, using workbench UI as a placeholder for the moment
Merge from Main -> Vehicles
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Cleanup of ModularCarPhysics class
Adjusted chassis, wheel, and fuel tank colliders so vehicles doing sweet powerslides etc etc don't bottom out and get damaged so much.
Simplified chassis colliders, fixed fuel storage interaction
added WIP chassis stuff updated prefabs with new model - added WIP chassis stuff updated prefabs with new model
Vehicle editing state work
Fix new clients not getting the correct on-platform lights
Fixed two issues with vehicle lift sync to newly connecting clients
Add save/load for vehicle lift
Merge from Main -> Vehicles
Basic working vehicle lift
Added vehicle lift button and stairs (non-functional)
Merge from Main -> Vehicles
Modular vehicle lift is now client/server networked
Garage platform detects whether vehilce is in position, shows lights to help with parking. Will need networking.
Give modular vehicle their own seat type, let the driver turn around further
Add basic garage thing to my test map
Merge from Main -> Vehicles
Updated chassis colliders and what's removed on client
Removed client/server split for module collision. Both can share the server colliders. Now unified under a new shared object.
Move chassis and module models to client only.
Switch to damaged model via enable/disable renderers instead of active/inactive gameobject (performance)
Don't destroy vehicle anymore at 0 health
Switch vehicle model to the destroyed model when at zero health
Add placeholder destroyed models to modules
Added collision damage for modular vehicles
Added collision FX to base vehicle. Modules become part of the compound collider so they automatically pass collision info down as well.