8,735 Commits over 1,705 Days - 0.21cph!
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
Lock destroyable effect for modular car keycode locks (not hooked up yet)
Moved MLRS UI out a little - hopefully fix z fighting
Added a vehicle lift sound for updating the lock code
- Increased caboose lighting check from every 10 seconds to every 5
- Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
Fixed modular car fuel tank not needing keycode entry
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
Oops, reverting a file I didn't mean to commit
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
Fixed caboose candles clipping
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
Added support for modular car keylocks to authcount console command
Removed visible code lock from 2module_passengers
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
Fixed NRE when interacting with armoured cockpit windows
Use existing HasADriverSeat method - don't need IsCockpit
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
Added LODGroup component to terrain_blend_cube
Added 'ent auth' support to modular cars with code locks
Car lift no longer sends lock code to clients
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
Added a phrase explaining the lock code being hidden in streamer mode.
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks.
- At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock.
- Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones).
- Once you've entered the code once, you're whitelisted and don't have to enter it again.
- No guest codes, but I'm open to adding them if there's significant demand.
Fixed fuel tank interaction not working with keycodes
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
Set lock destroy health to 20%
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations.
Fixed car locks getting errors if the save file had a null lock code.
ModularCarLock revert Save changes
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
Code lock entry fail effect now plays on all code locks attached to the vehicle
Code entry UI and functionality on the vehicle itself. More bug fixes.
Fixed car lock conditional refresh not always triggering
Fixed client-stuff that the server was referencing - send a 'using keycode' flag over to the server. Also moved isOpen in UIDialog to client-side only.
Getting the keypad entry dialog working as a sub-dialog of the vehicle lift UI panel
Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.
Setting up ability to set and change code from a vehicle lift
Option to destroy a lock on a modular car now becomes available at 25% module health (was 15%).
Still WIP, ported all basic code lock functionality to modular car locks.
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
WIP replacing modular car key locks with code locks
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