1,553 Commits over 397 Days - 0.16cph!
Setup most of the base to handle indicator blinking
Light setup in vendor client
Setup VehicleLight to support setting transmittance
VehicleLight now supports using the brake colour as a seperate off colour rather than just black
Merge conflicts
Fixed server build errors
Power boost to stop struggling on hills
Logs removed
Do wheel rotations in quaternion space to avoid gimble lock
Further clientside angle adjustments
Clientside axle and wheels now follow serverside position
FX effects added for different terrain types
Wheel and axle rotation setup for the correct axis
All references now swapped over to use VisualCollider
WheelColliders now shared
Fixed incorrect tangent when checking pull over position validity
Reference wheel colliders through VisualCarWheel
VendorVisuals initial setup
Refactored pull over point code to work with points behind the vendor
Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
Angle and height check on pull over positions
Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided
Setup combined rig with vendor code
Cleanup
Added extra hours method to wipe timer
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
Optimised ring road search
Merge from travelling_vendor -> Aux2
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.
merge from travelling_vendor -> Aux2
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
merge from heli_groundheight_fix -> main (stops heli error spam)
Heli now uses fixed height again
Fixed broken protobuf file
Rebuild
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