branchrust_reboot/main/CarLockscancel
22 Commits over 0 Days - ∞cph!
- Destroy locks no matter what when car is fully destroyed.
- Updated tooltip.
- Don't show module health anymore on wrecks.
Allow destroying car lock if health is <= 15%
Car and door keys now act like notes, so users can add custom text info to each key
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
More work on car keys/locks
vehicle missing key start failure sounds
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
Key and lock crafting class and UI work
Working on keys/locks, removing some old commented-out code
Updates to vehicle lift repair UI, as well as UI setup for creating car locks and keys, or removing a lock. Reverted RepairBenchPanel to the version from earlier Main, and it no longer needs the Vehicle-branch changes. Protocol++.
Added car key item. Plus minor edit to door key description.