branchrust_reboot/main/travelling_vendorcancel
301 Commits over 91 Days - 0.14cph!
Basic vehicle visuals port
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
Turret laser FX.
Neon texture adjustments.
Added neon emission to lighting prefab.
Fixed client compile error
Fixed vendor front spacing and placement
Fixed dodgy serverside references causing duplicate vendor fronts and turrets
Vendor fronts should now be spawned in the correct position
Setup work for new icon
Prefab changes
2-stage exhaust prefab. Idle+Driving.
Fixed broken protobuf file
Added quick death to get on AUX.
Fixed roads being picked up as a spawn check
Added some convars to customise behaviour
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one.
This prevents vendor from spawning on top of anything.
Lighting prefab & related mats & textures
Added more sell orders
Broken new turret setup with vendor
Setup turrent variant
Fixed incorrect index (again)
Fixed incorrect destination on event start
Sorted null hit colliders in obstacle check
Clear now-missing component in RealmedRemove, and remove unused LODGroup
Event setup
Added missed world mask to obstacles
Codegen
Set up the vehicle world + detailed collider sets
Moved the front force trigger to a separate GameObject
Fix travelling vendor code compilation when in client or server only modes
Merge main -> travelling_vendor (client compile fixes)
Fixed random letter in file
Fixed vendor alignment
Made alignment work with steering instead
Merge main -> travelling_vendor
Pull over does appropriate checks either side
Ensure waiting on pullover is consistent
Additional safety checks whilst aligning
Entity info on death by vendor
Vendor clientside stuff:
- basic steering
- basic wheel rotation
set correct texture scale in engine
Fixed a bunch of weird bugs with pulling over
Lights flag now sets at night
Dynamic destination distance checks
Aligning state now applies force and does appopriate angle checks
Pull over methods use the brakes like everything else
Is server check on client scripts
Refactor vendor prefab into categories
Fixed vendor spawn orientation
More consistent pulling over positions
Increased vendor mass and drag
Prevented vendor from tipping over in some scenarios