13,129 Commits over 2,800 Days - 0.20cph!
Adjust wheel collider setup
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Add brake inputs, refactor throttle input
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
Properly solved mounting seats via sub-module; no more InteractionAreaBox hack
Merge from Main -> Vehicles
Check wheelSmoke for null - Update is called a few times before init methods are
Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
Fix #if SERVER enclosing load method
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Fixed storage container bounds bug
Fix some issues with the flatbed storage entity. Remove InteractionAreaBox hack, working on a proper fix.
Allow module sub-components to save/load network data. Storage component syncs UID. Deleted temp_test_vehicle.
Add wheel smoke script to the modular car script, no more endless dirt and water FX.
Moved the storage container on the flatbeds
Fix realmed remove on all vehicle modules being the wrong way around 🤦
Change modular car wheel colliders to all be a shared nested prefab, for easier editing
Merge from Main -> Vehicles
Really basic driving inputs working for throttle, steering, brakes. Engine modules providing wheel torque.
Max velocity calculation, working on engine system, new custom inspector for StandardVehicleModule
Additional dismount points on chassis
Temp interaction solution for mounting without having to point down at the chassis base. Will solve this properly later. +class rename
Mount/dismount points set for chassis types
Oops, fix missing IsTrigger flag
Added TriggerParent scripts to the two flatbed modules (same as ScrapTransportHelicopter's)
Merge from Main -> Vehicles again
Seat modules now adding mount points to the base vehicle. Still can't sit, need to add the rest.
Modules sort of actually working. Flatbed module spawns storage. Can't sit in seats yet. More refactoring + manifest rebuild.
Defined mount points and storage on modules, plus refactored a bit to a better module class system
Just moving module scripts into their own folder
All modules have appropriate module entity scripts
Basic framework for engine, seating, and storage vehicle modules.
Change test vehicle to a prefab variant
Merge from Main->Vehicles
Module management, script changes on modules
Minor module icon image edits
Placeholder-ish icons for vehicle module items
Merge from Main->Vehicles
Manifest update for vehicle module entities
Add module entities to the map
Fix for 1module_cockpit_with_engine
Module entities have seats and steering wheels
Created entities for all vehicle modules, and set up models and colliders for them. Client colliders are (usually) a single mesh; server colliders are a convex mesh where possible or else are compound primitive colliders.
Vehicle module entity work