13,234 Commits over 2,830 Days - 0.19cph!
Fixed taxi module kick button not working when looked directly at from the seat of an armoured module. This required a refactor of CheckLookingAtVisible to find a shared vehicle base parent.
Merge TaxiModule -> Main. Removes the gap between modules when connecting a taxi module behind an armoured one.
Created a boot icon. Now using it for the taxi module passenger button. Also fixed incongruous settings on joystick icon
Update taxi module inventory icon
Roadsign pole colliders now match the actual thickness of the pole
Merge from TaxiModule -> Main
Hack for kick button until interaction is fixed. Cast our own ray in the ShowIf, plus check angle and distance in CanKickPassengers
Setting up taxi module kick button. Seating prefab update. Currently kick interaction is non-functional due to an existing player interaction bug. Manifest rebuild and code gen.
Slightly decrease engine power in all modular cars
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
Cherry pick 2-module passenger fix
Increase taxi module glass strength
Added taxi window glass gibs. Reassigned a couple of other glass gibs that had lost their assignment in a merge somewhere
Fix minor glass conditional bug
Another fix on TakeCollisionDamage
Simplify TakeCollisionDamage script
Roadsigns now take collision damage from vehicles
Fix glass renderer health conditional values not matching the collider conditionals
Adjust roadsign entity bounds. Fixes missed hits
Merge modular car taxi module branch to Main
Prevent swapseats from a taxi module to a module with locked doors
Taxi module doors are now always unlocked, even on cars with a lock
New ModularCarSeat vehicle seat subclass. Working on making the taxi doors always unlocked.
Edit trade box drop velocity
Taxi module trade dropbox now fully functional
Having the trade box as part of the car, as we do with the fuel/engines/other storage, is a problem as only the base car entity is passed to the server and the server doesn't know exactly which storage compartment the client is interacting with. Therefore it's not possible to have e.g. the engine and storage locked but the trade box open. Trying it with the interaction on the trade box itself instead.
Change taxi module script to storage type. Add trade sub-entity prefab
Assign the correct prefab to the taxi item
Add new presets to the chassis entities
Added two taxi module vehicle presets
Remove random modular spawner since it's broken and unused by anyone except me
Added missing module types to the randommodular prefab
Added taxi module item and icon. Set module parameters. Manifest update. Test map edit just to include a taxi module.
Initial create branch for taxi module
Workcart movement progress
Fixing train movement bugs
Fixed workcart glitching out when moving in reverse onto a previous track section
Work cart now has basic driving movement, follows along the train track spline
Fixed world space calculation of spline points and tangents. All track sections now find their next/prev sections correctly
Refactoring, more track work
Assign train to tracks separate for front vs. rear wheels
Have the train detect the track section it's on
Train track collator now working correctly with any track orientation