13,600 Commits over 2,710 Days - 0.21cph!
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
Fix NRE when destroying an unpowered car lift
Don't cancel the door animation if the door collides with a building block with a dedicated vehicle movement collider (fixes foundation steps issue)
Fixed recycler getting stuck when attempting to recycle something that can't be broken down
Add a smaller collider to the headrest area on Seat_A_COL to stop people getting shot through the headrest
Merge from door_open_interrupt
merge from vehicles -> vehicles/door_open_interrupt
Hooked up the fuel light on the cockpit modules
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
Add a new virtual AdminKill method that is used when using the "ent kill" command
Override on vehicle modules to destroy the vehicle instead of a module
Remove a couple of MarkDirty calls that weren't needed in Sprinkler
Add a slight delay to the fluid switch recalculation to not double up processing
Cache invoke methods to remove even more garbage
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
Can no longer list hidden items in vending machines
Fixed vending machine UI NRE when searching for an item with no sprite
"ent kill" now destroys the whole car regardless of which module is aimed at
"ent kill" now works when aiming at a vehicle module as well as the vehicle chassis
Supports destroying individual modules as well as destroying the chassis while modules are equipped (destroys equipped modules as expected)
Restore culling fix that was disabled yesterday, now with checks to makes sure player model exists
Don't hardcode fuel amount when using fixcars
Revert ServerUserVar change
fixcars command now takes a parameter to control what tier of part to apply, is usable by admins (not just devs) and fills the fuel tank
Potential BaseMountable NRE fix (disable mesh culling change)
WIP setting up car horns
Assigned and controlled by the seating module, played by holding Primary Fire
Added vehicles to pressure pad layermask
Fixed incorrect source item on fluid combiner, fixes incorrect name displayed on health display
Add a ray intersection check to the mount command on modular cars so the mount option doesn't appear unless the player is looking in roughly the direction of the seat
Added a vehicle collision sfx slot to doors
Reworked vehicle push volume and door logic to stop the animation and revert to open if the door collides with a vehicle
Slightly lowered the deploy volume on the car lift so it can be placed in single height stone foundation structures
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Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change)
Removed a Debug.Log in Landmine.cs
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fixed TriggerPlayerForce not affecting AI
Remove DDraw and restore calorie penalty
Tweak minicopter push behaviour
Hooked up the attached car reference on the PlayerRepelTrigger
Added support for vehicle seating modules to apply damage protection to their passengers
Added CarPassenger and CarPassengerArmoured protection properties with 50%/100% stab protection respectively (solves getting stabbed by cactus while driving)
Added tracking for time spent driving in life stats
Added a stat for time driving on the expanded stats in the death screen
Fixed update when offscreen not being enabled for modular car seats
Change render queue of heat shimmer particle material to Transparent-3000 (was AlphaTest-2450) to prevent conflicting with censorship pixelate material
Assign the driver as the Initiator on the front and rear HurtTrigger on cars so deaths are appropriately assigned on the death screen
Added new components to hemp and campfire
Schedule quality update when BaseOven is toggled
Take ECS data into account when calculating temperature