13,836 Commits over 2,953 Days - 0.20cph!
Wrote a new stability system for the DPV
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
Fixed generated path meshes not preserving the w component when rotating tangents
- Don't allow mounting the DPV in shallow water
- Dismount player if water becomes too shallow
- Removed unused waterlogged check
Added fixcars convar support to the DPV
Add [System.NonSerialized] to savedTrackSpeed
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)
Merge DuplicateGUIDFix -> main
Merge UnassignLaunchSite -> main
Merge TrainDecouplingImprovements -> main
Removed OnPreCouplingChange saved data. Set new coupledBackwards bool per train car when it's first integrated into a new CompleteTrain, always use that as a reference instead of calling CompleteTrain GetIsCoupledBackwards again. and don't let anything mess with it after that. Fixes various bugs with getting the wrong data after uncoupling etc. Also fixed CompleteTrain init order issues.
Adjusted caboose colliders to fix unwanted collision
Save speed and backwards coupling state just before CompleteTrain changes, rather than in the coupling methods. Makes sure we update everything at the right time.
Merge main -> TrainDecouplingImprovements
Raised HAB floor collider to the height of the highest plank
- Switched HAB from Continuous Dynamic to Continuous Speculative
- Changed cassette tape world item material from Generic to Dropped Item
Merge SidecarAngleFix -> main
Reduce sidecar downward angle limit from -60 to -45
New sidecar box collider + duplicate
Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
Reinstate lootpanel.cooking to the LootPanels scene
Merge main -> Hackweek-Meals. Had to stomp a few changes, mainly UI.Ingame.LootPanels - need to re-do.
Merge main -> TrainDecouplingImprovements
New PlayerSyncCycle method in BaseMountable sets the player position.
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
Little bit of a start on making a framework for the King to have racing AI
New mesh arrow in the HUD points to next target race waypoint
Race event starts correctly
Handle null and empty results in GetItemDefinitionsWithPrices
WaypointRace uses Vector3 instead of Transform
Fixed conversation ending too early
The King gets in his car when the race starts. New NPCMounter entity.
Made conversation slightly funnier
Conversation improvements
Bandit King conversation tree
Bandit king has a throne nearby and some other general decor
Added the Bandit King to Bandit Camp