branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
Better interface for liquid storage UI on the vehicle lift
Vehicle lift module internal storage UI changes,. Make it clear that it's not for adding items to internal storage
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.
Tooltip comment change only
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Merge from Main -> Vehicles
Fixed engine audio issues when entering a network group with a running vehicle
Fixed engine sound not playing when player entered a network area with a running vehicle. This was caused by the engine state being set before the engine loaded in.
Include AntiVehicle damage type in the explosion forces cars receive. Some "explosive" weapons don't actually apply "Explosion" damage.
Reduce car fuel use in general, and adjusted performance calculations. Fuel use at low performance was too high
Have the fuel gauge drop to zero when engine is off. REALISM
Fix Check Engine light staying on after engine is turned off.
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
Merge from Main -> Vehicles
Allow modular cars to spawn on road OR roadside topology
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
Boot out currently looting players from engine bay looting when the engine starts
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.
Fixed engine performance not updating immediately when engine internal items change or break
Fixed deployed vehicle lift not being repairable
Clear use flag on load for onlyOneUser ContainerIOEntity. Fixes vehicle lift getting stuck as "occupied" if it was being used during save. Behaviour now matches StorageContainer.
Fixcars console command now only fixes cars within 5m of the admin using it. More useful for testers who won't want to fix every car in the world.
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
Merge from Main -> Vehicles
Don't use TerrainCollisionProxy - it won't work with terrain hole triggers that are level with the terrain.
Added TerrainCollisionProxy to modular car chassis so they can go through TerrainCollisionTrigger holes.
Assigned metal material to vehicle lift colliders that were missing a PhysicMaterial [sic]
Enable read/write on vehicle lift gibs
Detect when modular cars are in water and actually act like they're in a denser medium
Listen server only: Brute force fix for colliders fighting between client and server when being activated due to conditional object changes, causing the vehicle to jitter all over the place.
Simplify conditional object code
Fix cars floating when the ground is destroyed under them.
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Another vehicle lift edit
Several fixes and cleanup for the vehicle lift.
Fix overall performance calculation bug
Adjust engine part descriptions to be plural
Check angular velocity for sleep check, as well as standard velocity. Fixes issues when using flip pushes.
Don't update steering when vehicle is off - fixes client visual issues.
Made a standard place for VehicleIsActive.
Call UpdateNetwork a little more frequently for smoother input response on the client
Merge from Main->Vehicles
Code review: Reduced RefreshLODSets garbage gen to zero.
WantsPush work. Rewrote the pushing code.
WantsPush work. Always apply rotational torque to push, rather than pull.