13,122 Commits over 2,800 Days - 0.20cph!
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
Use the destroyed look material for vehicle gibs
Assign Thai's gibs to all modules and chassis types
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
Hide Start Health on chassis since it's taken from the item
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
Merge from Vehicles -> MakeVehiclesDestroyable
Adjust car container drop chances
Deduce post-death damage required to gib from 1000 to 500.
Merge from Vehicles -> MakeVehiclesDestroyable
Don't show hammer repair highlight on destroyed vehicle
Added transitional form between killed and gibs, where there's just the burnt-out scrap vehicle. A lot of new IsDead() checks. Also removed old unused vehicle teleporting code that I added a while ago.
Merge from Vehicles -> MakeVehiclesDestroyable
Better interface for liquid storage UI on the vehicle lift
Vehicle lift module internal storage UI changes,. Make it clear that it's not for adding items to internal storage
- Propagate damage even when it's a 0 health module being hit.
- Propagate damage to all other modules, not just adjacent ones.
Decay modular cars at 25% rate if inside
Vehicle destruction with per-module gibs now working
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.
Fix minicopter using the HotAirBalloon outsidedecayminutes value instead of its own. As a side effect, increases minicopter decay time from 180 minutes to the intended 240 minutes.
Tooltip comment change only
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Merge from Main -> Vehicles
Fixed engine audio issues when entering a network group with a running vehicle
Fixed engine sound not playing when player entered a network area with a running vehicle. This was caused by the engine state being set before the engine loaded in.
Include AntiVehicle damage type in the explosion forces cars receive. Some "explosive" weapons don't actually apply "Explosion" damage.
Reduce car fuel use in general, and adjusted performance calculations. Fuel use at low performance was too high
Have the fuel gauge drop to zero when engine is off. REALISM
Fix Check Engine light staying on after engine is turned off.
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
Merge from Main -> Vehicles
Changes to PlayerAnimation to fix players attempting to swim while mounted:
- Only transition to Swim if Posing is false.
- Transition away from Swim if Posing goes to true.
Allow modular cars to spawn on road OR roadside topology
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
Boot out currently looting players from engine bay looting when the engine starts
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.
Fixed engine performance not updating immediately when engine internal items change or break
Fixed deployed vehicle lift not being repairable
Clear use flag on load for onlyOneUser ContainerIOEntity. Fixes vehicle lift getting stuck as "occupied" if it was being used during save. Behaviour now matches StorageContainer.
Fixcars console command now only fixes cars within 5m of the admin using it. More useful for testers who won't want to fix every car in the world.
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
Merge from Main -> Vehicles
Fixed vehicles with wheel colliders (minicopter, scrap transport heli) not being able to drive or fly into the Launch Site lowered area.
TerrainCollisionProxy scripts added to select colliders on the vehicles, and Terrain Triggers on Launch Site raised by around 2m to catch colliders above the wheels. Also modified TerrainCollisionProxy to be server-only.
Don't use TerrainCollisionProxy - it won't work with terrain hole triggers that are level with the terrain.
Added TerrainCollisionProxy to modular car chassis so they can go through TerrainCollisionTrigger holes.
Assigned metal material to vehicle lift colliders that were missing a PhysicMaterial [sic]