13,122 Commits over 2,800 Days - 0.20cph!
Refresh all car module conditionals
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
Merge from Main -> GeneralBugFixes
Fixed tool cupboard saying "unattened" (but will need a phrases rebuild)
Fixed another user being able to turn on/off single-user static "oven" objects (e.g. refinery, BBQ) while a user is using the UI.
Main inventory right-click can now fill all AutoTurret ammo slots, not just the first one
Prevent using the chainsaw while refilling.
Merge from Main -> GeneralBugFixes
Better fix for roadside object angles, which also fixes the other bug of roadside objects leaning left/right when spawning on up/down sloping roads.
Fixed roadside electrical boxes being misaligned with terrain. Roadside objects are now able to optionally align to the road's normal (while still facing in their assigned direction). I've set it to true for roadside decor (electrical boxes and road signs).
Merge from Main -> GeneralBugFixes
Locker now allows right-click moves from inventory for both clothing and belt items, putting them into the right slots. Previously only clothing was supported.
Improved locker fix that keeps the right amount of belt slots
Fixed invisible item slot in the locker UI
Fixed two modular car presets not having an engine!
Merge fix for server-side projectiles (autoturrets, NPCs) being able to shoot through armoured module walls in some cases. Allows mountables to set a custom size for the player's capsule collider.
Allow mountables to resize the player's collider when mounted. Set custom sizes for the modular car seats. Get player components in PreInitShared instead of InitShared so we don't need a special case for playerCollider.
Don't need PlayerCollider null checks anymore
Refactoring to tidy up playerCollider and physicsRigidbody a bit.
Rename triggerCollider to playerCollider as it's not a trigger
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
Revert the changes in
53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
Fixed missing DamageRenderer scripts on some vehicle modules
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
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Adjusting stuck-in-car damage
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick).
- Increased car vs. NPC damage by 25%.
- Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
Adjusting collision factors
Remove hit force multiplier
When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
Improved car ability to climb hills:
- Increased low-speed power by 25%
- Increased grip both on and off road by 7%
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Remove unused TriggerParent from 2module_passengers
Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
New 2socket vehicle preset
Merge from Vehicles -> Glass
Updated armoured module icons to match their new look
Merge new car-to-player/ai collision work -> Main
Adjusting drag values after some more testing
Adjusting damage and force values