13,158 Commits over 2,830 Days - 0.19cph!
Fix spawnable script setup
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again.
Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
Code review: Moved WheelRayMask into Defines.cs as WheelRay
Code review: Remove unused method.
Remove left-over uses of numSubComponents
Code review: Use PreProcess for module validation instead of OnValidate
Code review: Don't bother with caching numSubComponents
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
Switch velocity to using GetWorldVelocity again.
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation:
- Collider A enters the trigger. The base entity is added to the entityContents HashSet.
- Collider B enters the trigger (same entity).
- Collider A leaves the trigger. The base entity is removed from the entityContents HashSet.
But the entity's Collider B is still in the trigger.
This fix keeps the entity around until all colliders on it have left the trigger.
Code review: Add "== this" check with || before EqualNetID check
Code review: Call SetParent before calling Spawn
Code review: Add null check on created
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
Code review: Add entity creation null check.
Code review: Move IsNull from CollectionEx to ObjectEx
Storage module now fully functional + manifest rebuild again
Put prevent building chassis colliders back on the correct Prevent Building layer
Add storage component to storage module + manifest rebuild
Removed storage system from flatbed modules
Set up 2module_passengers entity
Increase fuel tank health
Added items and placeholder icons for 1module storage and 2module passenger
Add note to base chassis re bounds.
Raise chassis bounds to encompass the area that will be taken up by modules. Fixes module interaction issues.
Fix invalid item in Modular Cars inventory loadout
Updated entity bounds to match the current module and chassis models. Rebuilt manifest.
Fix health conditional calculation
Refresh conditions on all health changes now, not just 0 vs. non-zero
Conditionals now allow for any health percent, not just alive/dead
Move new conditional UI button to the bottom
Prevent residual water/dirt/smoke FX when teleporting vehicles
Vehicle teleport now moves instantly instead of lerping to the new position. Also added support for non-Spawnable type vehicles to move back to their initial position using the ReturnToSpawn system as well.
Wooden wall around test map, prevent driving accidentally out of bounds
Merge from Main->Vehicles
Undo prefab unlink commit. Let's try Jarryd's new fix instead.
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.