branchrust_reboot/main/vehiclescancel
11 Days Ago
New 2socket vehicle preset
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12 Days Ago
fix nowheel panel gibs pivot
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12 Days Ago
Minor fixes for gibs
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12 Days Ago
Updated armoured module icons to match their new look
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12 Days Ago
panel intersecting fix more conditional fix
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13 Days Ago
adding armored module gibs, fixed some gibs setup
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13 Days Ago
reverted glass
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13 Days Ago
armored passenger LOD/LOD setup adding glass to armored module + conditional setup / fixed some conditional on collision
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13 Days Ago
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
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13 Days Ago
Merge from Main -> Vehicles
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14 Days Ago
removing unused textures
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14 Days Ago
armored passenger module material/texture merge switched panel with armored module
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14 Days Ago
Merge from Main->Vehicles
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14 Days Ago
Make sure modules have SOME health when initially spawned in
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14 Days Ago
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
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14 Days Ago
New vehicle presets that use the passenger armoured module
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14 Days Ago
Front sliding windows now functional on the new armoured passenger module.
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14 Days Ago
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
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14 Days Ago
updated WIP armored passenger
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15 Days Ago
Remove obsolete comment component from vehicle module base
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15 Days Ago
Fix NRE in DisableInternalCollisions when net is null
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15 Days Ago
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
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15 Days Ago
Do the IsOutside() check from the bounds mid point instead of the top, but continue on if the hit collider is part of the entity doing the check. Makes the outside check more reliable.
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15 Days Ago
Reduced ScrapTransportHeli outer bounds to match its actual size, they were massive.
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17 Days Ago
WIP seat armored module
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25 Days Ago
Added gibs for all the different panels that fall off modular cars as they take damage
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25 Days Ago
tweaked engine panel gibs
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26 Days Ago
Adjust car front/rear hurt triggers
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26 Days Ago
Reduce car collision damage to players and to NPCs
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27 Days Ago
Merge from Main -> Vehicles
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27 Days Ago
Fix cars sliding weirdly on slopes, also improve the "handbrake" when dismounting cars at low speed, so they'll properly stay still
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27 Days Ago
Merge from Main -> Vehicles
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27 Days Ago
In extremely rare situations, TryConvertPositionToSocketIndex could fail on the client, with the modules not yet positioned correctly. Sync the socket index as a reliable replacement. Protocol++.
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28 Days Ago
Change bumper world colliders from a capsule to two spheres, attempting to reduce the chance of getting stuck in something
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28 Days Ago
Add a power pole to BillBTestMap
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28 Days Ago
Removed the distance var from carstats as it didn't work well
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28 Days Ago
Fix carstats NaN max health showing on partial cars
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28 Days Ago
Not vehicles - fix spelling mistake in the description for window embrasures: form -> forms
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28 Days Ago
Fix power usage showing as 1 when selecting the vehicle lift in the inventory. Now correctly shows the real use as 20
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28 Days Ago
Merge from Main -> Vehicles
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28 Days Ago
Merge from Main -> Vehicles
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29 Days Ago
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
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29 Days Ago
Combine error text for BaseModularVehicle socket errors
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29 Days Ago
Null check for ModularCarAudio
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29 Days Ago
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.
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29 Days Ago
Improved modular car lift Prevent Building, Deploy Volume, and Entity Bounds. Lifts can now be placed in tighter areas, including T-shaped floor sections.
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29 Days Ago
Move TriggerBase logged warnings behind ConVar.Debugging.checktriggers
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30 Days Ago
Merge from Main->Vehicles
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33 Days Ago
Merge from Main -> Vehicles
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47 Days Ago
fix floating tail lights on engine module fix lod1 and wrong material on engine seat module
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47 Days Ago
fix boat mesh holes,glitch depthmask, updated collider,clean up
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48 Days Ago
Move ice lake snow colliders so it's easier to detect ice vs. snow in VehicleTerrainHandler (ice and snow share the same physics material)
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48 Days Ago
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)
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48 Days Ago
Separated ice and snow coliders in the ice lakes
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50 Days Ago
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
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52 Days Ago
fixed boat mesh (holes) and collider
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56 Days Ago
Cull the Vehicle World layer on the main cam
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56 Days Ago
Force adjustment
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56 Days Ago
Steering and damage adjustments
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56 Days Ago
Final collision adjustment
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56 Days Ago
Use prevent building box collider on the static car lift, matching the deployed version
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56 Days Ago
Transfer chassis damage evenly between modules
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56 Days Ago
Collision damage adjustment again
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56 Days Ago
Collision damage changes. Catch large damage events more reliably
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57 Days Ago
Adjusting collision damage after testing
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57 Days Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
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57 Days Ago
Increase average collision damage further
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57 Days Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
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57 Days Ago
Add Vehicle World layer to the Main Camera culling mask.
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57 Days Ago
Merge from Main -> Vehicles
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57 Days Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
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57 Days Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
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57 Days Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
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57 Days Ago
Merge from Main -> Vehicles
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57 Days Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
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60 Days Ago
fixing seat module LOD side panel clipping thru the frame
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2 Months Ago
Don't run process TriggerPlayerForce if the component is disabled
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2 Months Ago
Horses standing on a vehicle lift will now be raised/lowered
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2 Months Ago
Remove linq in TriggerHurtNotChild
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2 Months Ago
Added an editor only PrintContents context menu option to TriggerBase TriggerPlayerForce now uses a pooled list instead of Linq
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2 Months Ago
~Update comment only
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2 Months Ago
Decrease fuel tank module from 500L to 200L
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2 Months Ago
Call RemoveFromTriggers when the player dies/respawns on the client
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2 Months Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
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2 Months Ago
Increased the width of mount hot spots on the cockpit modules
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2 Months Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
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2 Months Ago
DebugUtil method now handles rotated wireframe cubes
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2 Months Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
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2 Months Ago
Correct - to +
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2 Months Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
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2 Months Ago
Adjust ball mass, bounciness
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2 Months Ago
Don't add extra bounce boost to balls hitting other balls
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2 Months Ago
Switch Ball collision from Discrete to Continuous Dynamic
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2 Months Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
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2 Months Ago
Adjust ball forces again
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2 Months Ago
Adjust ball forces ⚽
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2 Months Ago
Pragma warning disable, manifest
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2 Months Ago
Type `spawn ball.entity` to spawn ball
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2 Months Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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2 Months Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
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