branchrust_reboot/main/travelling_vendorcancel
229 Commits over 91 Days - 0.10cph!
Fixed layering issue stopping vendor from detecting trains
Swapped crappy taped together vendor front menu system with something more reliable
Vendor will destroy train cars in its path
Reduce pull over check time
Fixed failing visual check, which was preventing buying stuff from the vendor whilst stationary.
Reverted some code that removed Shop Icon
Added upper bound to obstacle blocking
Code cleanup
Better error messages
Greatly reduced target detection range
Minor code cleanup
Added convar to have the vendor destroy buildings. Disabled by default.
Increased push box size
Changed icon to green one
Increased icon size
Moved turrets closer to the vendor centre
Added random engine backfires
Added side turrets to the vendor
Vendor attacker is not marked as hostile
Wired headlights and spotlights to TOD
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
Merge main -> travelling_vendor
Check if we have someone around before dying
Swapped to pattern matching
Reduced pull over distance again
Get component if null on serverside menu
Target code semi-cleanup
Pick further away points to align to
Remove smoothing pass for alignment
Fixed order of NRE checks
Added more checks to try and kerb this NRE
Vendor can now get over rails
Added rails to vendor test map
Added more accurate detailed colliders
Added client check for editor script
Fixed override steering bug
Increased time between pullovers
Greatly improved the performance of vendor position pull over collider check
Drive for a bit before switching off indicators
Removed another sphere
Fixed unset indicators on pull off
Fixed another bug with hazards
Commented out debug spheres
Reduced serverside max steer angle to a more realistic maximum
Swapped right indicator use flags that are actually free
Setup hazard lights on pull over
Prevent explosives from being able to be placed on the vendor
Fixed issues with right indicator
Added buttons to Vehicle Light to allow them to be toggled in editor
Removed unused RendererLOD
Added null check on IsPositionClear - should prevent NRE's
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
Enable waiting again - oops!
Clear material properties block before setting colour
Fixed wheel colliders having a slight gap with the ground