branchrust_reboot/main/vehiclescancel
189 Commits over 548 Days - 0.01cph!
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fixed TriggerPlayerForce not affecting AI
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
Don't show engine component stat if that component doesn't affect a stat
Replace yes/no test with just a standard + label
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
Revert back to original fix for item stacking problem
Revert item splitting changes, introduced some regressions
Tweaked last fix to remove doubling up of stack size check
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
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
Fixed player.mount command not working on modular vehicles
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
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
Fixed TriggerPlayerForce not working on players
Fixed TriggerPlayerForce applying to noclip players
Reverted headlight angle change and increased light angle by 10 degrees
Tilt headlights directional light/volumes down by 5 degrees
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
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
Added another inside socket check to the modular car lift to reduce overhang
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
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
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
Add player.gotosleep command for testing
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions