13,105 Commits over 2,831 Days - 0.19cph!
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
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