13,158 Commits over 2,830 Days - 0.19cph!
Set up engine for the cockpit+engine module using the new system. Rebuild manifest.
Moving vars so we can collapse them easily, slotting seating in below engine in the heirarchy for the cockpit+engine module
Fix FX from engines when first spawning
Fix unassigned owner on conditionals
Imported remaining conditionals
1module_cockpit conditionals copied
Copied across all values except conditionals, updated editor GUI
Converted sliding components
Move TriggerParent module code
Rename ModuleEngineItems to VehicleModuleEngineItems
Initial work on test conversion to subclassing method. Currently not compiling.
Merge from Main->Vehicles
Code review: Change shader property strings to IDs.
Code review: Combine MaterialPropertyBlocks and make static.
Reduce garbage gen in RefreshLODSets a little
Code review: Remove unused vars.
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
Merge from Main -> Vehicles
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
Adjust storage drop point locations
Exhaust was backfiring too much, adjust values at good engine health
Raise ride height on vehicle lift
Fix repel trigger height on 2module
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Adjust centre of mass and anti-roll
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.
Use 7 instead of 7.5 for the throttle-to-4-bit conversion, so that 0 throttle converts back to zero correctly. Fixes "accelerator jitter".
Add explanatory comments to the ModularCarUpdate RPC input data
Set different driving pose, added use of 'vehicleSteering' parameter. Adjust wheels to turn at the same visual rate as the steering wheel.
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'_collider' var on BaseCombatEntity was no longer used anywhere. Removing it.
Storage mass adjust experiment
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
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Cheating a little with colliders to give us more ground clearance
Increase water tank input/output rate
Merge from Main -> Vehicles, get the latest fluid I/O code
Wire tool now ignores prevent building volume on modular cars. New IgnoreWireCheck tag.
Vehicle storage container handling work. Expand IItemContainerEntity interface.
More efficient position check
Change update to FixedUpdate
Break vehicle tanker IO connections if the vehicle moves