13,206 Commits over 2,830 Days - 0.19cph!
Disabled decals on wreckage
Merging from trunk. Unity 5.5 update.
Forgot to commit added files
Working on vehicle explosion damage and wreckage. A lot of in-progress work here. Fixed player type flags not really being flags.
Explosion damage in progress
Working on damage from explosions
Can collide with vehicle wreckage. Also added Rust Water material to hidden changes list since it auto-updates but is unlikely to be manually changed on purpose.
Vehicle damage FX work. Removed temp stuff.
Added vehicle visual damage
Committing some partial work on vehicle damage FX etc
Added wrecked version of car
Initial health/damage work on vehicles.
Overhauled exiting vehicle seats
Remove vehicle seat exit debugging
Added text to explain why you can't get out of that damn vehicle.
- A little bit of tidying on NetworkEntity - making it clear that the Connection/IsConnected is actually only set on the Server side.
- Some new car audio.
- Fixed up all warnings outside of BuildingSystem.
Temp extra null checks, trying to catch a server issue
Fixed proxy players sending damage to the server. Only the owner client should actually send bullet damage, or else every person observing two proxy players shoot each other would have them send damage to the server, multiplying the damage done.
Merging in vehicle collision update.
Working player damage from vehicle hits
Removed the whole player world model and hitbox system on the OWNER client. Everything was taking double damage as both owner and proxy clients took the damage and sent it to the server.
Added damage - but it doesn't work in this mode because it's on the server and hitboxes are on clients. To Be Updated.
Better/simpler system for player being pushed by external objects.
Improved server/client sync for vehicle hits
Improving character collision by vehicles
Working on some player collision forces. Pretty broken at the moment.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
- Held items can now be marked as AllowUseWhileDriving. Default is false.
- Vehicle automatically puts away invalid items being held when entering, and tries to select a valid one from the player's belt instead.
- Currently unselectable items in the player's belt are tinted red and partially transparent.
Animations updating correctly on owner
Enable animations on invisible players - needed to move the player's hitboxes.
Auto-select pistol when entering vehicle, if it's available in your belt
Aligned client hitbox default
Fixed visual aim angles on proxy not matching actual aim angles
Don't need to adjust car FOV anymore. Set out-of-car view angle up to 170.
Adjusting FOV a bit when in vehicles.
Vehicles have some loose ends to tie up but are pretty solid. Merging in.
Players can now die "successfully" when in vehicles
Fixed more eye transform issues
Fixed aim discrepancies between owner and proxy when in vehicles.
Merging in rifle angle fix
Merge in updated vehicle player animations