31,201 Commits over 3,928 Days - 0.33cph!
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
Fixed missing DamageRenderer scripts on some vehicle modules
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
merge from door_open_blockage
Merge from hostile_safe_zone (only show hostile marker when within 200m of safe zone)
Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
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Adjusting stuck-in-car damage
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick).
- Increased car vs. NPC damage by 25%.
- Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
Subtracting
53182 (SimplerBuildingColliders) since it doesn't improve performance and makes things more difficult to work with for artists and less unified
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Adjusting collision factors
Remove hit force multiplier
When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
Improved car ability to climb hills:
- Increased low-speed power by 25%
- Increased grip both on and off road by 7%
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Remove unused TriggerParent from 2module_passengers
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Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
Fix bunny onesie viewmodel casting shadows
Merge from patrol_heli_wash
Merge from summer_dlc (liquid spec fix)
Fixed save loadout command sometimes saving items in an incorrect order
Merge new car-to-player/ai collision work -> Main
Change the order of the inventory loadout command parameters to start with the loadout and not the target player/range
Merge modular car mass and engine power changes -> Main
Merge modular car save file fix -> Main
merge from SimplerBuildingColliders
coffin can be locked - modded request
Added some more console responses when using the inventory loadout commands
Added inventory.listloadouts to list all saved loadouts
Loadouts will now save the contents of an item, so weapon attachments will now be saved/loaded
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
F10 now takes a large screenshot with FX (AA, DOF, sharpening) still on, much like F4 does.
Also fixed a bug in F9 screenshots, they now disable AA as they're supposed to.
Merge vehicle decay changes -> Main.
Pressing the up arrow key while typing a demo name in the demo recorder UI will now fill in the last recorded demo name (for easily naming takes like 001, 002, etc)
Merge hackable crate mass increase -> Main