13,125 Commits over 2,800 Days - 0.20cph!
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.
Deactivate Take Internal Items button if there aren't any
Rebuild manifest, hopefully fix missing script warnings
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
Increase steer lerp speed a little
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
Destroy any invalid vehicle on vehicle lift if lift is destroyed
For vehicles that were saved in dead state, destroy immediately on initial load
Various small physics and control changes for generally smoother driving, better control.
fixcars command improvements
Show modular car health (total) in the HUD
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Merge brake light changes
Vehicle brake light code changes
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Merge from Main -> Vehicles
Replace Reserved2 with FLAG_LIGHTS const
Fix gas station fridge door:
- Fix LOD levels 1 and 2 not matching LOD 0 Y angle
- Add missing collider
Adjust DAMAGE_TO_GIB again