13,122 Commits over 2,800 Days - 0.20cph!
Enable read/write on vehicle lift gibs
Detect when modular cars are in water and actually act like they're in a denser medium
Listen server only: Brute force fix for colliders fighting between client and server when being activated due to conditional object changes, causing the vehicle to jitter all over the place.
Simplify conditional object code
Fix cars floating when the ground is destroyed under them.
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Another vehicle lift edit
Several fixes and cleanup for the vehicle lift.
Fix overall performance calculation bug
Adjust engine part descriptions to be plural
Check angular velocity for sleep check, as well as standard velocity. Fixes issues when using flip pushes.
Don't update steering when vehicle is off - fixes client visual issues.
Made a standard place for VehicleIsActive.
Call UpdateNetwork a little more frequently for smoother input response on the client
Merge from Main->Vehicles
Code review: Reduced RefreshLODSets garbage gen to zero.
WantsPush work. Rewrote the pushing code.
WantsPush work. Always apply rotational torque to push, rather than pull.
Fix for "Lift occupant gets confused if a previous occupant is still in range when a new occupant is snapped."
Merge from Main -> Vehicles
Port the vehicles branch version of NearMountPoint to Main. Fixes flickering mount option on listen server.
Adjusted layer settings on the static and deployed vehicle lifts
Cap max explosion force a bit lower
Remove Model.cs components from modular car chassis and modules. Fixes issues with satchel charge etc parenting (getting attached to inactive objects in heirarchy, or attached to moving parts like steering wheel) since now everything simply falls back to attaching to the base transform. If we end up needing the model scripts in the future, we can potentially add a bool flag instead that simply saves the base transform as the only "bone".
Subtractive merge of #
49711.
Merge just to get that missing meta file
Commit missing CraggyIsland.Easter.unity.meta file
Merge from Main->Vehicles
Extra null checks for player.lookingAtCollider
Enable even output split on the 2module fuel tank
Fix crash when removing seating
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
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Model.cs now ignores inactive GameObjects in FindClosestBone. Fixes satchel charges etc sometimes sticking to inactive GameObjects and endnig up being invisible. Needs code review.
The wheel collider kick prevention on listen server was messing with vehicles tumbling in the air. Removing it since it was a listen server only fix anyway.
Adjust max explosion force
Adjust armoured cockpit window colliders.
Added rigidbody explosion forces to vehicles when receiving explosive damage, with an upward bias (Helk request).
ModularCarAudio - Avoid divide by zero if max speed is zero.
New centre of mass icon, and centre of mass changes to better support upcoming explosion forces. More realistic positioning, using anti-roll to counteract the higher COM.
Subtractive merge from collider conditionals removal commit. Unfortunately the compound collider bug does seem to still be around.
Support modules with liquid containers in the vehicle lift preview.