userBill Bcancel

13,122 Commits over 2,800 Days - 0.20cph!

4 Years Ago
Fix repair info text, which was affected by the blueprint issue as well
4 Years Ago
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
4 Years Ago
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
4 Years Ago
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
4 Years Ago
Still occasionally getting hurt on dismount, reverting #51184 for the time being.
4 Years Ago
Merge inside-car repel force and hurt force changes -> Vehicles
4 Years Ago
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.
4 Years Ago
Revert ProjectSettings
4 Years Ago
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
4 Years Ago
Merge headrest collider into one GameObject
4 Years Ago
Fix armoured cockpit seat colliders not matching its seats
4 Years Ago
Merge ent kill for vehicles fix, new AdminKill method
4 Years Ago
Merge low fuel light branch -> Vehicles
4 Years Ago
- Simplify light on/off code - Only show fuel light if car is on - Remove debug log - Reduce low fuel fraction to 10% (50/500)
4 Years Ago
Replacing null check with IsOnAVehicle
4 Years Ago
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.
4 Years Ago
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
4 Years Ago
Add warning suppression for inspector vars
4 Years Ago
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.
4 Years Ago
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
4 Years Ago
Car pushing now much smoother, more reliable in general
4 Years Ago
Merge from Vehicles -> Vehicles/FixPushing
4 Years Ago
Rebuild manifest
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Merge from Vehicles -> Vehicles/FixPushing
4 Years Ago
To be safe, early exit from AttemptMount if IsDead
4 Years Ago
Allow cars to throttle forward while rolling backwards at any speed
4 Years Ago
Don't show Check Engine light on a failed engine start if the only problem is no fuel
4 Years Ago
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
4 Years Ago
Project pushes onto a 2D plane based on the vehicle up axis so that they always push horizontally rather than up/down
4 Years Ago
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
4 Years Ago
Change fixcars command to force the selected tier, instead of only replacing <tier parts
4 Years Ago
Remove collider conditionals again, as I suspect the new collider jittering bug is different to the old one that collider conditionals fixed.
4 Years Ago
Fix client compile
4 Years Ago
Extra safety check for the ModuleEntityAdded early exit
4 Years Ago
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)
4 Years Ago
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
4 Years Ago
Low speed power boost edit
4 Years Ago
More engine power again
4 Years Ago
Bit more power for hill climbing
4 Years Ago
Rolling off top speeds, balancing values for the new system of requiring a full set of modules
4 Years Ago
New UI info on needing engine components
4 Years Ago
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.
4 Years Ago
Increase engine internal item health
4 Years Ago
Stop engines working if they have broken parts
4 Years Ago
Fix fuel and top speed stats showing up around the wrong way on the client
4 Years Ago
Remove debug print
4 Years Ago
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
4 Years Ago
Adjusting values
4 Years Ago
Engine performance work and bug fixes