userBill Bcancel
branchrust_reboot/maincancel

1,684 Commits over 1,858 Days - 0.04cph!

4 Years Ago
Modular car code review changes complete. Merging to Main.
4 Years Ago
One more change to repel trigger
4 Years Ago
Fix more settings on RepelTrigger
4 Years Ago
Fix repel trigger IgnoreMounted setting
4 Years Ago
Add entity validity check to TriggerMount
4 Years Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
4 Years Ago
Increased car protection vs basic damage types (blunt/slash/stab)
4 Years Ago
Fixed car push not working at extreme, low angles
4 Years Ago
Fixed vehicle lift UI not showing all repair components
4 Years Ago
Further increase engine internal item health
4 Years Ago
Increased car fuel consumption
4 Years Ago
Try a naive fix for the LightEx NRE errors
4 Years Ago
Properly fix NRE in VehicleEditingPanel
4 Years Ago
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.
4 Years Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
4 Years Ago
Adding some temporary error detection to try and catch a wild NRE
4 Years Ago
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
4 Years Ago
Taking a guess at fixing VehicleEditingPanel NRE
4 Years Ago
Cancel chassis destroy timer if a module is added during the countdown
4 Years Ago
Edit large flatbed name to be different from the small one
4 Years Ago
Compile fix again
4 Years Ago
Fix compile
4 Years Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
4 Years Ago
Replace central locking placeholder with final version
4 Years Ago
Adjust module world colliders - smoother on ramps etc.
4 Years Ago
Replace colliders on the other version of powerline_pole_a as well
4 Years Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
4 Years Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
4 Years Ago
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.
4 Years Ago
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++.
4 Years Ago
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4 Years Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
4 Years Ago
Put a time limit on the failed start tooltip
4 Years Ago
Finish removing client dismount code from #51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
4 Years Ago
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
4 Years Ago
Update layer list in Defines to match the new vehicle layers
4 Years Ago
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
4 Years Ago
Remove unused vehicle lootpanel
4 Years Ago
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
4 Years Ago
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4 Years Ago
Adjust protection values on modular cars. In particular more blunt protection
4 Years Ago
Merge from Vehicles -> Main, Thai's model fixes
4 Years Ago
Compile fix
4 Years Ago
Added support for left/right foot IK mount points per vehicle seat, and set some car seats to use an alternative foot position when the passenger has less legroom.
4 Years Ago
Fix MountPointInfo comment - it's local pos, not world
4 Years Ago
Fix issues with interactions and car locks
4 Years Ago
Assign the 2module fuel tank item as the sourceItem for the fuel tank's sub-entity. Lets it inherit a proper display name when its inputs are looked at with the hose tool
4 Years Ago
Fixed player hurt triggers not removing entities correctly, causing phantom damage in the future
4 Years Ago
Set up the new passenger mount pose for modular cars
4 Years Ago
Fix "Calling kill but already IsDestroyed" warning on loading save