13,158 Commits over 2,830 Days - 0.19cph!
IOEntity liquid basics for fuel tanker module. Still need to handle movement.
Rename ContainerIOEntity Menu_Occpued to Menu_Occupied. Rename StorageContainer Menu_Occpued to Menu_Occupied.
Merge from Main->Vehicles
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
Revert wheels to 100% size, lower axle height further instead.
Lowered axles 4cm to stop larger wheels hitting the frame at full compression
15% increase in wheel size
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Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
Turn off additional vehicle lift functions if the lift has no power
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
Vehicle module repair highlight effect no longer looks horrendous.
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
Reduce MIN_PERFORMANCE_FRACTION to 0.15
Increase engine low performance threshold to 45%
Minor edits to engine item spawns
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
Remove missing prefabs from Craggy
Engine part world model changes
Remove unused code in VehicleTerrainHandler
Fix NRE with performance stats refresh on removing engine.
- Made the magnet snap zone on the vehicle lift smaller.
- Move clientInEditMode data down from ModularCar to BaseModularVehicle where the variable is actually used. Protocol++
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Refresh performance stats properly with engine inventory changes, and general code cleanup
Fixed code not getting run when on the lift, meaning engine icons didn't always show as locked when containing items
Increase push rotation force
Increase engine drive power a little
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
Highlight vehicle modules with the hammer in the same way that building components are highlighted
Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
Still some slight movement, so increase extra ticks to three
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
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Adjust top speed calculation
Disable the engine exhaust shimmer effect
Merge from Main->Vehicles.
Major merge conflict with ParticleSystemContainer where Jarryd and I had both made similar changes to stop it generally being slow and generating garbage. His version is safer as it doesn't "fix" existing prefabs using it but only ones that set a particular flag. Since there are almost 100 prefabs using it now, I've taken his safer option and enabled the new precached flag on my prefabs that use it.