branchrust_reboot/main/vehicle_poolingcancel
35 Commits over 31 Days - 0.05cph!
Buildfix: wrap Ballista private members in relevant mode guards
Tests: ran compile test
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
a lot more resets for vehicles,
undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts.
add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
fix container ui: remove restore child transforms, manually reset battering ram visuals
horse client pooling fixes
fix catapult loaded ammo pooling bug
reset heli rotor speed on init
clear the cached vehicle owner when a seat is pooled
fix siege weapons not being reset properly
Fix wheel collider warnings
restore child transforms too
capture component states in init (needs more testing)
more child pooling fixes (specifically for OnParentDestroying)
fix runtime parented children spamming nres in the pool, detach them before it enters the pool
more pooling state resetting
more reset state fixes for heli, bike, ram, vehicle modules
Fix timesince and car audio not being reset properly
Setup pool components on modular vehicles too
Setup pooling on all seats
Add poolable component to kayak/bike/rowboat/horse
reset siege vehicles, train car, sub
Reset snowmobile, tugboat, horse, rowboat, bike
Reset modular vehicles too
Reset state on mountables and base/combat entities
cancel invokes on pool, restore go active states. (could probably subtract this later)
Add initial poolcouts to vehicles