13,122 Commits over 2,800 Days - 0.20cph!
Fix repair info text, which was affected by the blueprint issue as well
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
Merge inside-car repel force and hurt force changes -> Vehicles
Added HasEntityInParents to BaseEntityEx with same behaviour type as GetComponentInParent. TriggerHurtNotChild now checks all parents, to handle e.g. player on flatbed on vehicle, and re-does that check each tick. This should stop players getting hit by hurt triggers when on flatbed.
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
Merge headrest collider into one GameObject
Fix armoured cockpit seat colliders not matching its seats
Merge ent kill for vehicles fix, new AdminKill method
Merge low fuel light branch -> Vehicles
- Simplify light on/off code
- Only show fuel light if car is on
- Remove debug log
- Reduce low fuel fraction to 10% (50/500)
Replacing null check with IsOnAVehicle
Add inside-vehicle damage trigger back, but with a new up direction check added. This will probably bring back to hurt on dismount (builds only), so branching for now.
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Car pushing now much smoother, more reliable in general
Merge from Vehicles -> Vehicles/FixPushing
Merge from Main -> Vehicles
Merge from Vehicles -> Vehicles/FixPushing
To be safe, early exit from AttemptMount if IsDead
Allow cars to throttle forward while rolling backwards at any speed
Don't show Check Engine light on a failed engine start if the only problem is no fuel
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
Project pushes onto a 2D plane based on the vehicle up axis so that they always push horizontally rather than up/down
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
Change fixcars command to force the selected tier, instead of only replacing <tier parts
Remove collider conditionals again, as I suspect the new collider jittering bug is different to the old one that collider conditionals fixed.
Extra safety check for the ModuleEntityAdded early exit
If vehicle is destroyed while waiting for the Invoke to add a module, bail out and destroy the module. Fixes "Setting parent to entity that hasn't spawned yet! (net is null)" error (it was actually spawned, but then also destroyed)
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
Low speed power boost edit
Bit more power for hill climbing
Rolling off top speeds, balancing values for the new system of requiring a full set of modules
New UI info on needing engine components
Fix bug where engine showed low performance for a while after adding a new engine and adding parts to it before getting in. Was due to storage item ID not getting synced.
Increase engine internal item health
Stop engines working if they have broken parts
Fix fuel and top speed stats showing up around the wrong way on the client
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
Engine performance work and bug fixes