13,158 Commits over 2,830 Days - 0.19cph!
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
- Destroy locks no matter what when car is fully destroyed.
- Updated tooltip.
- Don't show module health anymore on wrecks.
Allow destroying car lock if health is <= 15%
Car and door keys now act like notes, so users can add custom text info to each key
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
More work on car keys/locks
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
Key and lock crafting class and UI work
Working on keys/locks, removing some old commented-out code
Updates to vehicle lift repair UI, as well as UI setup for creating car locks and keys, or removing a lock. Reverted RepairBenchPanel to the version from earlier Main, and it no longer needs the Vehicle-branch changes. Protocol++.
Added car key item. Plus minor edit to door key description.
Adjust car steering speed, max speed
Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
Merge camera culling change from Vehicles -> Main
Cull the Vehicle World layer on the main cam
Steering and damage adjustments
Final collision adjustment
Use prevent building box collider on the static car lift, matching the deployed version
Transfer chassis damage evenly between modules
Collision damage adjustment again
Collision damage changes. Catch large damage events more reliably
Adjusting collision damage after testing
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
Increase average collision damage further
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
Add Vehicle World layer to the Main Camera culling mask.
Merge from Main -> Vehicles
Add EnvironmentVolumeProperties to WhatUsesLayer
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
Merge from Main -> Vehicles
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.