branchrust_reboot/main/vehiclescancel
189 Commits over 548 Days - 0.01cph!
Fixed individual gibs not dropping when vehicle takes gibs
Fixed seats sometimes loading in the incorrect position
Fixed sleeping bag cluster markers not properly populating
Cleanup, remove parenting volumes from prefab
Fixed an NRE when loading
Added a tooltip explaining that a seat is occupied
Changed default name of sleeping bag in camper
Description update, mark camper module as default blueprint for testing
Better temporary barbecue positioning inside camper module
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
Updated test scene to properly demo all conditional configs
Added size bounds to bbq
More death screen button changes
Fixed prefab id on seat
Added hand IK support to modular car seats
Camper seats provide some comfort
Slightly offset seating positions so feet don't overlap
Hide locker visuals, add two colliders running on the top of the camper to access the locker
Reposition oven based on camper layout (same technique as seats)
Fixed module sub entities not spawning properly
Camper module now updates repositions seats based on conditionals
Added a filter field to the conditionals list
Added some example configurations to Playground_vehicles
Added Playground_vehicles test map
Added a small barbecue to the camper module
Can no longer move camper module if it's storage has any contents
Refactored sleeping bag interaction to control interaction via module instead of sleeping bags
Player can now always access sleeping bag from seat while looking down, disabled collider on sleeping bag
Added two more seats/sleeping bags, still has some clipping issues
Fixed local space foot IK locations on vehicle seats not being affected by seat rotation
Disable respawn screen TMP hack (doesn't seem to be needed anymore?)
Added a locker component to the camper
Refactored respawn point UI population methods to work better when receiving updates while the respawn screen is already open
Support UI states for not being able to spawn at camper
More camper module stuff, first pass on respawning
Initial camper stuff, item setup, some sleeping bag tests
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
Don't run process TriggerPlayerForce if the component is disabled
Horses standing on a vehicle lift will now be raised/lowered
Remove linq in TriggerHurtNotChild
Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq
Call RemoveFromTriggers when the player dies/respawns on the client