userJarryd Campicancel
branchrust_reboot/main/vehiclescancel

189 Commits over 548 Days - 0.01cph!

6 Years Ago
Fixed landmines not damaging cars
6 Years Ago
Fixed flamethrowers not damaging cars
6 Years Ago
Fixed TriggerPlayerForce not affecting AI
6 Years Ago
Hooked up the attached car reference on the PlayerRepelTrigger
6 Years Ago
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)
6 Years Ago
Added tracking for time spent driving in life stats Added a stat for time driving on the expanded stats in the death screen
6 Years Ago
Fixed update when offscreen not being enabled for modular car seats
6 Years Ago
Change render queue of heat shimmer particle material to Transparent-3000 (was AlphaTest-2450) to prevent conflicting with censorship pixelate material
6 Years Ago
Assign the driver as the Initiator on the front and rear HurtTrigger on cars so deaths are appropriately assigned on the death screen
6 Years Ago
Compile fix
6 Years Ago
Don't show engine component stat if that component doesn't affect a stat Replace yes/no test with just a standard + label
6 Years Ago
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
6 Years Ago
Revert back to original fix for item stacking problem
6 Years Ago
Revert item splitting changes, introduced some regressions
6 Years Ago
Tweaked last fix to remove doubling up of stack size check
6 Years Ago
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
6 Years Ago
Removed some unused Animator components from car chassis Fixed axle aim transforms getting twisted when a car is flipped
6 Years Ago
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
6 Years Ago
Fixed player.mount command not working on modular vehicles
6 Years Ago
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
6 Years Ago
Cherry pick 50665
6 Years Ago
Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
6 Years Ago
Fixed TriggerPlayerForce not working on players Fixed TriggerPlayerForce applying to noclip players
6 Years Ago
Reverted headlight angle change and increased light angle by 10 degrees
6 Years Ago
Tilt headlights directional light/volumes down by 5 degrees
6 Years Ago
Moved deploy volume on car lift slightly up so it can be placed on foundation again
6 Years Ago
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
6 Years Ago
Added impact effect when colliding with AI in a car
6 Years Ago
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
6 Years Ago
Slightly increased height of deploy volume on vehicle lift and added world layer to mask so cars can't be lifted into rocks/terrain/etc
6 Years Ago
Added another inside socket check to the modular car lift to reduce overhang
6 Years Ago
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close Strip the push volume on client
6 Years Ago
Compile fix
6 Years Ago
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away) Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
6 Years Ago
Use LightsAreOn accessor instead of checking flag directly Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
6 Years Ago
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
6 Years Ago
Add player.gotosleep command for testing
6 Years Ago
Add support for TriggerHurtNotChild volumes on cars to damage AI Added an AI damage multiplier to adjust the damage specifically for AI collisions
6 Years Ago
Merge vehicles/IO