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8,836 Commits over 1,735 Days - 0.21cph!

2 Years Ago
Rename ModularCarPhysics to CarPhysics
2 Years Ago
Merge VehicleUpdates -> Main, let's try this again
2 Years Ago
Manifest rebuild to fix "no number for string fuel_storage"
2 Years Ago
Fix load order issues with vehicle fuel
2 Years Ago
Merge Main -> VehicleUpdates
2 Years Ago
Revert the accidental revert of the revert. Subtracts 66868.
2 Years Ago
Snowmobile WIP code, protobuf setup etc
2 Years Ago
Revert 66868. Was causing trouble with PrefabAttributes that tried to double-process when already destroyed.
2 Years Ago
Allow prefab pre-processing to include sub-entities. Fixes nested entities on vehicles not stripping client/server-only components. Need André to review this.
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Merge misc_improvements -> Main
3 Years Ago
Merge IntegrateVehicleSubEnts -> Main
3 Years Ago
Fix ProjectSettings set to CLIENT
3 Years Ago
Merge MLRSUpdates -> Main
3 Years Ago
Fixed cassette recorders not sticking correctly to MLRS moving parts
3 Years Ago
Fix reversed check in IsWaterlogged for vehicles that can't become waterlogged
3 Years Ago
Fix VehicleEngineController doing more work than necessary to get the fuel system
3 Years Ago
Simplify AnyMounted
3 Years Ago
Rename HasAnyPassengers to AnyMounted
3 Years Ago
Update BaseVehicle mount menu check to not check IsMounted
3 Years Ago
Manifest build, and prefab ID fix
3 Years Ago
Merge misc_improvements -> snowmobile
3 Years Ago
Merge MLRSUpdates and IntegrateVehicleSubEnts -> Snowmobile
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
More vehicle tidy-up. Since every engine uses fuel (so far), put EntityFuelSystem inside VehicleEngineController. EntityFuelSystem can still be used separately if needed (several vehicles do this as they have their own engine implementations).
3 Years Ago
Merge BaseMountable -> misc_improvements
3 Years Ago
A general tidy-up for vehicle code to make things easier in the future. - Split BaseVehicle into BaseVehicle, BaseVehicle.Server, and BaseVehicle.Client. - Move IsWaterlogged and CanRunEngine checks to VehicleEngineController, so they can be shared by everything with an engine. - Match EntityFuelSystem and VehicleEngineController to Rust code formatting ('private' written out, spaces inside brackets). - BaseVehicle IsMounted implementation fix.
3 Years Ago
More snowmobile setup
3 Years Ago
Snowmobile collider edit
3 Years Ago
Snowmobile detail colliders
3 Years Ago
WIP tidying up client-side access to _mounted
3 Years Ago
Remove unused overrideMountedLookAt
3 Years Ago
Merge Main -> misc_improvements
3 Years Ago
Snowmobile wheel setup, and fix model direction
3 Years Ago
Some snowmobile initial setup
3 Years Ago
Test map changes
3 Years Ago
Reduce MLRS rocket world model size and mass to 25% of actual size and mass
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Fix HAB prefab bug
3 Years Ago
Converted all vehicles from spawning sub-entities to simply including them in their base prefab heirarchy. Converted: - Duo Sub [fuel storage, torpedo storage, item storage] - Hot Air Balloon [fuel storage, item storage] - Magnet Crane [fuel storage] - Minicopter (in earlier commit) [fuel storage] - MLRS [dashboard storage, rocket storage] - Modular car chassis [fuel storage] - RHIB [fuel storage, item storage] - Rowboat [fuel storage, item storage] - Scrap Transport Helicopter [fuel storage] - Solo Sub [fuel storage, torpedo storage, item storage] - Work Cart [fuel storage] All fuel-using vehicles also now start with 50 fuel when in editor.
3 Years Ago
Merge MLRSUpdates -> IntegrateVehicleSubEnts
3 Years Ago
Fixed extra MLRS rocket storage sub-ent
3 Years Ago
Add GetEntity to GameObjectRef
3 Years Ago
Experimental, remove minicopter sub-entity spawning and simply include the fuel sub-ent on the base entity. This is the new standard in the desert base setup and seems to be working reliably, and may allow us to remove a lot of boilerplate spawning code.
3 Years Ago
Merge Main -> snowmobile
3 Years Ago
Fix client compile for range limit checks
3 Years Ago
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
3 Years Ago
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3 Years Ago
MLRS font swap
3 Years Ago
No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale