branchrust_reboot/main/travelling_vendorcancel
301 Commits over 91 Days - 0.14cph!
Created and setup icon for travelling vendor
Removed 3P green laser from the ground underneath the turret
Added the red laser to the turret, just to test
Brake light prefab tweaks/additions
Probably fixed all the remaining light issues.
Untested yet.
Fixed vehicle light scripts not using the correct default values.
Cherrypicked server override fix
Cherrypicked VehicleChassis Workaround
Cherrypicked event compile fix
Merge Main -> Travelling Vendor
Greatly improved the reliability of pull over checks. Now correctly notices electrical boxes, electric poles, cactus and junkpiles in basically all cases
Fixed rear wheels not moving
Fixed indicators
Vendor now destroys road signs that it comes in contact with
Adjusted wheel collider values. Appears to be more stable overall
Dont force network update every fixed update. Seems to provide better results at first glance
Fixed vending machine screens not showing anything
Handbrake system to help prevent tipping over when first spawned
Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles
Better error messages for when the vendor doesnt spawn
Fixed incorrect positions of vendor fronts (again)
Vehicle lights bool rewrite again
Refactor of indicator code
Prefab changes
Reduce left right wobble
Debug logs for brakes/indicators
Disable dynamic pricing on the travelling vendor, it already has a price randomisation system
Another compile fix
Typo fix
Merge from dynamic_vendor_pricing
Reload road categories when loading cached road.
This should prevent issues where the vendor couldn't be spawned after loading a save.
Setup most of the base to handle indicator blinking
Light setup in vendor client
Setup VehicleLight to support setting transmittance
VehicleLight now supports using the brake colour as a seperate off colour rather than just black
Merge conflicts
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
Fixed server build errors
textures that plastic forgot to commit in
99328
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
Power boost to stop struggling on hills
Logs removed
Do wheel rotations in quaternion space to avoid gimble lock
Further clientside angle adjustments
Clientside axle and wheels now follow serverside position
FX effects added for different terrain types
Wheel and axle rotation setup for the correct axis
All references now swapped over to use VisualCollider
WheelColliders now shared
Fixed incorrect tangent when checking pull over position validity
Reference wheel colliders through VisualCarWheel
VendorVisuals initial setup
Refactored pull over point code to work with points behind the vendor
Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
Angle and height check on pull over positions
Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided
Setup combined rig with vendor code
Cleanup
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
Added extra hours method to wipe timer
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
Optimised ring road search