1,542 Commits over 1,705 Days - 0.04cph!
Improvements for flatbed parent triggers
Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
Update TriggerMount to retry in more situations
Merge the latest modular car fixes -> Main
Code review: Use PivotPoint() instead of getting the position directly
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
Let the car chassis push and hurt triggers stay always on, since there are various situations where players may end up inside a vehicle - not all of them a case where the vehicle is on or even moving (e.g. Spawning as a sleeper underneath one after loading a save).
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
Modular car code review changes complete. Merging to Main.
One more change to repel trigger
Fix more settings on RepelTrigger
Fix repel trigger IgnoreMounted setting
Add entity validity check to TriggerMount
Merge new mount trigger used in modular car seating. Revert #
52369. Simplify TriggerHurtNotChild.
Increased car protection vs basic damage types (blunt/slash/stab)
Fixed car push not working at extreme, low angles
Fixed vehicle lift UI not showing all repair components
Further increase engine internal item health
Increased car fuel consumption
Try a naive fix for the LightEx NRE errors
Properly fix NRE in VehicleEditingPanel
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
Adding some temporary error detection to try and catch a wild NRE
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
Taking a guess at fixing VehicleEditingPanel NRE
Cancel chassis destroy timer if a module is added during the countdown
Edit large flatbed name to be different from the small one
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
Adjust module world colliders - smoother on ramps etc.
Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
Prevent players without key/lock authorisation from pushing cars that are in safe zones
Put a time limit on the failed start tooltip
Finish removing client dismount code from #
51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
Update layer list in Defines to match the new vehicle layers
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
Remove unused vehicle lootpanel
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
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Adjust protection values on modular cars. In particular more blunt protection
Merge from Vehicles -> Main, Thai's model fixes