13,104 Commits over 2,800 Days - 0.20cph!
Satchel Charge was also on Continuous, switched to Continuous Dynamic. Added a little bit of code to avoid the "Kinematic body only supports Speculative Continuous collision detection" complaints when timed explosives go kinematic.
Change C4 to continuous dynamic collision. All other similar items already use that settings. Fixes it not attaching well to vehicles.
Bring back collider conditionals, since the compound collider bug resurfaced
Slight changes to car lift, just to see if the client builds will now realise it changed a few days ago
Engines now spawn in with no internal items
Armoured module icon face the right way
Pack a bit more into the secondary textures bundle as the main bundle was still perilously close to 4GB (3.96).
Change RollOffDriveForce from
99995 back to
99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
Shuffle texture bundles to bring the larger bundle under 4GB.
Extras from manifest rebuild
Merge from Main -> Vehicles
Hide all chassis items as well
Hide the generic base prefabs for chassis and for modules
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
Remove unused RealmedRemove entry on CarLift
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
Acceleration/top speed edits again
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
Tweak best acceleration curve
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
Bump network protocol for open vehicles testing
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
Slight increase to top speed calc
Editing mass and performance
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
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Merge from Main -> Vehicles
Collision/interaction fixes for 1module_cockpit_with_engine
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.