branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
Fix bug where engine showed low performance for a while after adding a new engine and adding parts to it before getting in. Was due to storage item ID not getting synced.
Increase engine internal item health
Stop engines working if they have broken parts
Fix fuel and top speed stats showing up around the wrong way on the client
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
Increase collision hurt damage somewhat
Remove unused attacker info from hurt trigger
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.
Increase sleep velocity (but also sleep delay), as some vehicles still jitter around faster than the level it was at and we want them to sleep too. If this continues to happen, we can switch from testing the current velocity to testing distanced moved over a period of time.
Put test map terrain on the correct Terrain layer
Fix incorrect ground FX type calculation
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead.
Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
Doubled car spawn default population density from 1.5 to 3. Spawns around 50 cars on a 4K map.
Fix vehicle lift losing its reference to the occupant trigger
Apply additional overrides to the Vehicle_Lift.prefab base
Reduce explosion forces on the car a bit
Satchel Charge was also on Continuous, switched to Continuous Dynamic. Added a little bit of code to avoid the "Kinematic body only supports Speculative Continuous collision detection" complaints when timed explosives go kinematic.
Change C4 to continuous dynamic collision. All other similar items already use that settings. Fixes it not attaching well to vehicles.
Bring back collider conditionals, since the compound collider bug resurfaced
Slight changes to car lift, just to see if the client builds will now realise it changed a few days ago
Engines now spawn in with no internal items
Armoured module icon face the right way
Pack a bit more into the secondary textures bundle as the main bundle was still perilously close to 4GB (3.96).
Change RollOffDriveForce from
99995 back to
99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
Shuffle texture bundles to bring the larger bundle under 4GB.
Extras from manifest rebuild
Merge from Main -> Vehicles
Hide all chassis items as well
Hide the generic base prefabs for chassis and for modules
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
Remove unused RealmedRemove entry on CarLift
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
Acceleration/top speed edits again
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
Tweak best acceleration curve
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)