userJarryd Campicancel
branchrust_reboot/main/vehiclescancel

189 Commits over 548 Days - 0.01cph!

4 Years Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
4 Years Ago
Increased the width of mount hot spots on the cockpit modules
4 Years Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
4 Years Ago
Speculative fix for endless tire screeching
4 Years Ago
Don't damage mounted passengers in other cars with car impacts
4 Years Ago
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
4 Years Ago
Use gibs kill method when destroying rowboat
4 Years Ago
Hooked up gibs on rowboat
4 Years Ago
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars This destroys small trees relatively easily but still takes several hits to take down a large tree
4 Years Ago
Added a new TriggerVehicleDrag component Applied vehicle drag to all of the barbed wire prefabs used in junkyard S2P junkyard
4 Years Ago
Merge from vehicles/push
4 Years Ago
Merge from mount_anim_fix
4 Years Ago
Merge from damage_materials
4 Years Ago
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
4 Years Ago
Merge from chassis_destroy -> vehicles
4 Years Ago
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
4 Years Ago
Merge from mount_sight_check2
4 Years Ago
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
4 Years Ago
Fixed laser detectors not detecting vehicles
4 Years Ago
Fixed cars not starting
4 Years Ago
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
4 Years Ago
Added a max 10 second timeout for horns Fixed horns not stopping if the player dismounts while honking
4 Years Ago
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)
4 Years Ago
Build compile fix
4 Years Ago
Merge from vehicles/horns
4 Years Ago
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
4 Years Ago
Fixed door close interrupt behaviour not being run when closing a door via a door controller
4 Years Ago
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
4 Years Ago
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
4 Years Ago
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
4 Years Ago
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
4 Years Ago
Fix NRE when destroying an unpowered car lift
4 Years Ago
Don't cancel the door animation if the door collides with a building block with a dedicated vehicle movement collider (fixes foundation steps issue)
4 Years Ago
Fixed recycler getting stuck when attempting to recycle something that can't be broken down
4 Years Ago
Add a smaller collider to the headrest area on Seat_A_COL to stop people getting shot through the headrest
4 Years Ago
Protocol++
4 Years Ago
Merge from door_open_interrupt
4 Years Ago
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
4 Years Ago
Subtract 51069, 51068
4 Years Ago
Can no longer list hidden items in vending machines Fixed vending machine UI NRE when searching for an item with no sprite
4 Years Ago
"ent kill" now destroys the whole car regardless of which module is aimed at
4 Years Ago
"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)
4 Years Ago
Restore culling fix that was disabled yesterday, now with checks to makes sure player model exists
4 Years Ago
Don't hardcode fuel amount when using fixcars
4 Years Ago
Revert ServerUserVar change
4 Years Ago
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
4 Years Ago
Potential BaseMountable NRE fix (disable mesh culling change)
4 Years Ago
Added vehicles to pressure pad layermask
4 Years Ago
Slightly lowered the deploy volume on the car lift so it can be placed in single height stone foundation structures
4 Years Ago
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change) Removed a Debug.Log in Landmine.cs