branchrust_reboot/main/travelling_vendorcancel
229 Commits over 91 Days - 0.10cph!
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
Optimised ring road search
Basic vehicle visuals port
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
Fixed client compile error
Fixed vendor front spacing and placement
Fixed dodgy serverside references causing duplicate vendor fronts and turrets
Vendor fronts should now be spawned in the correct position
Setup work for new icon
Prefab changes
Fixed broken protobuf file
Added quick death to get on AUX.
Fixed roads being picked up as a spawn check
Added some convars to customise behaviour
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one.
This prevents vendor from spawning on top of anything.
Added more sell orders
Broken new turret setup with vendor
Setup turrent variant
Fixed incorrect index (again)
Fixed incorrect destination on event start
Sorted null hit colliders in obstacle check
Event setup
Added missed world mask to obstacles
Codegen
Fixed random letter in file
Fixed vendor alignment
Made alignment work with steering instead
Pull over does appropriate checks either side
Ensure waiting on pullover is consistent
Additional safety checks whilst aligning
Entity info on death by vendor
Vendor clientside stuff:
- basic steering
- basic wheel rotation
Fixed a bunch of weird bugs with pulling over
Lights flag now sets at night
Dynamic destination distance checks
Aligning state now applies force and does appopriate angle checks
Pull over methods use the brakes like everything else
Is server check on client scripts
Refactor vendor prefab into categories
Fixed vendor spawn orientation
More consistent pulling over positions
Increased vendor mass and drag
Prevented vendor from tipping over in some scenarios
Added client flags for braking, pulling over and lights
Expose overall stock
Swap vendor check to a distance check
Expose refill time
Set vendor up to just have 1 of each item
Expose refill time
Increase brake power
Reduced check radius
Fixed incorrect patron wait condition
Spawned vendor now points in the direction of initial travel
Client stop targets discarded
Added vendor fronts to new WIP model
Removed DDdraw's
Removed redudant ServerInit in vendor front
Sorted wheel values
Vendor moves as expected again
Broken vendor travel
Hardcoded turning radius
- Increased range to be classified at destination
- Increased steering sensitivity
- Added downforce based on speed
- Tightened suspension springs
Vendor now destroys barricades that it runs into
Removed some weight from the vendor (took out the passenger seat)
Suped up the engine (+50 horsepower)
Added racing breaks