13,600 Commits over 2,710 Days - 0.21cph!
Merge from vehicles -> vehicles/push
Merge from damage_materials
Auto assign damage renderer in BaseVehicleModule
Various cleanup
Move Highlight handling to DamageRenderer component
Merge from vehicles -> vehicles/damage_materials
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
Calculate fov vm scale based on actual fov, not just the convar (to account for things like ironsights changing fov)
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane
The offset is calculated based on the camera near clip plane
Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96
Merge from main -> fov_viewmodel_scale
Hooked up damage renderer on scrap transport helicopter and hot air balloon
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
Abstract the damage material management into a new component: DamageRenderer
Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
Merge from chassis_destroy -> vehicles
Removed some unused recycle phrases
Update hi res material meta files
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First pass on letting players destroy an empty chassis on a vehicle lift
Once all modules have been removed the destroy option appears
Once pressed, has a 10 second countdown before the chassis is destroyed
The player can cancel the destroy at any time while the countdown is active
Fixed cockpit with engine missing mount hot spots
If an engine has no assigned mount spots it will now fall back to the old behaviour
Merge from mount_sight_check2
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds
If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
Switch ClientOnEnable with OnParentChangingClient
Added separate client and server entity worlds for a clean separation of logic in the editor
Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Added a max 10 second timeout for horns
Fixed horns not stopping if the player dismounts while honking
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
Merge from vehicles/horns
Implemented new horn loops
Merge from vehicles -> vehicles/horns
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open)
S2P water treatment plant and power plant
Fixed door close interrupt behaviour not being run when closing a door via a door controller
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
Merge from fov_viewmodel_scale
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project
Still haven't found the one that's missing but the tool might be useful so committing anyway