branchrust_reboot/main/TaxiModulecancel

36 Commits over 31 Days - 0.05cph!

4 Years Ago
fixed taxi roof collision
4 Years Ago
splitting drop box component
4 Years Ago
fix gap in taxi module
4 Years Ago
Hack for kick button until interaction is fixed. Cast our own ray in the ShowIf, plus check angle and distance in CanKickPassengers
4 Years Ago
Taxi kick button code
4 Years Ago
Setting up taxi module kick button. Seating prefab update. Currently kick interaction is non-functional due to an existing player interaction bug. Manifest rebuild and code gen.
4 Years Ago
Slightly decrease engine power in all modular cars
4 Years Ago
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
4 Years Ago
revert fix passenger long module
4 Years Ago
Increase taxi module glass strength
4 Years Ago
adding taxi gibs model + setup fixed glass center pivot, adjusted glass fx position
4 Years Ago
Added taxi window glass gibs. Reassigned a couple of other glass gibs that had lost their assignment in a merge somewhere
4 Years Ago
Fix minor glass conditional bug
4 Years Ago
adding glass + setup
4 Years Ago
Fix glass renderer health conditional values not matching the collider conditionals
4 Years Ago
adding button
4 Years Ago
more
4 Years Ago
force taxi panel triangulation to avoid uv deformation
4 Years Ago
Prevent swapseats from a taxi module to a module with locked doors
4 Years Ago
Taxi module doors are now always unlocked, even on cars with a lock
4 Years Ago
New ModularCarSeat vehicle seat subclass. Working on making the taxi doors always unlocked.
4 Years Ago
Edit trade box drop velocity
4 Years Ago
Taxi module trade dropbox now fully functional
4 Years Ago
Merge Main -> TaxiModule
4 Years Ago
Having the trade box as part of the car, as we do with the fuel/engines/other storage, is a problem as only the base car entity is passed to the server and the server doesn't know exactly which storage compartment the client is interacting with. Therefore it's not possible to have e.g. the engine and storage locked but the trade box open. Trying it with the interaction on the trade box itself instead.
4 Years Ago
Change taxi module script to storage type. Add trade sub-entity prefab
4 Years Ago
updated taxi module
4 Years Ago
Assign the correct prefab to the taxi item
4 Years Ago
Add new presets to the chassis entities
4 Years Ago
Added two taxi module vehicle presets
4 Years Ago
Remove random modular spawner since it's broken and unused by anyone except me
4 Years Ago
Added missing module types to the randommodular prefab
4 Years Ago
Add missing asset file
4 Years Ago
Added taxi module item and icon. Set module parameters. Manifest update. Test map edit just to include a taxi module.
4 Years Ago
WIP taxi module
4 Years Ago
Initial create branch for taxi module