userJakbcancel
branchrust_reboot/main/hackweek_car_radiocancel

16 Commits over 92 Days - 0.01cph!

5 Days Ago
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
5 Days Ago
Car radio deploy sfx and impact effects
5 Days Ago
Prevent car radios being able to be deployed in eachother
5 Days Ago
car radio deployment is no longer blocked if the modular car is on a road
5 Days Ago
merge from main
8 Days Ago
Fixed server / client errors
8 Days Ago
Remove old and accidental files
8 Days Ago
Car radio costs 120 metal fragments, the same as the Portable Boom Box
10 Days Ago
Removed debug
10 Days Ago
Removed old commented-out code
10 Days Ago
- WIP audio source setup - Radio now turns off when the engine turns off - Setup radio play interactions, sfx and the 3 default stations
11 Days Ago
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating. Commented out old code and got client UI interactions working again. Still needs sound setup
4 Months Ago
Setup the low poly WIP radio model as the interaction point for the car radio Video https://files.facepunch.com/jacob/1b0711b1/Unity_MXhRxokGha.mp4 (ignore the steering wheel)
4 Months Ago
Car radio now works on all 3 cockpit types (regular, with engine and armoured). Car radio will only work when the car is powered on, the radio will turn off when the car is off. Video https://files.facepunch.com/jacob/1b0611b1/Unity_PmVGc3WdK5.mp4 (WIP Visuals)
4 Months Ago
Car radio now works on 1module_cockpit_with_engine. Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4 - WIP Visuals - behaves just like the deployable boombox but without casettes or the need for power - may revisit casette functionality later - still need to add checks for the car is powered on - still need to setup armoured cockpit and regular cockpit
4 Months Ago
WIP Car radio code setup