branchrust_reboot/main/vehiclescancel
1,792 Commits over 1,188 Days - 0.06cph!
camper module - adding gibs/setup, fix collider conditional, setting physic material definition
tweak camper module LOD/health condition panel , glass setup, adding glass fx
wip camper module health setup
regrouping camper mat/textures, removing tmp mat/textures
adding front/back parts
updated wip camper module
updated WIP camper module
updated WIP camper module (temp mat/texture)
fixed LOD on armored module
WIP particle test on shredder
WIP camper module blockout
updated crane prefab, added lights
updated shredder colliders
splited shredder component, added LOD and prefab setup
updated shredder, textures/mat
updated crane textures, fixed bad merge on crane prefab
update crane interior rig / lod
tweak passenger modules, fixing holes
fixed UV on armored module LOD
Fixed LOD display on seat module
Merge from Main -> Vehicles
New 2socket vehicle preset
fix nowheel panel gibs pivot
Updated armoured module icons to match their new look
panel intersecting fix
more conditional fix
adding armored module gibs, fixed some gibs setup
armored passenger LOD/LOD setup
adding glass to armored module + conditional setup / fixed some conditional on collision
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
Merge from Main -> Vehicles
armored passenger module material/texture merge
switched panel with armored module
Merge from Main->Vehicles
Make sure modules have SOME health when initially spawned in
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
New vehicle presets that use the passenger armoured module
Front sliding windows now functional on the new armoured passenger module.
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
updated WIP armored passenger
Remove obsolete comment component from vehicle module base
Fix NRE in DisableInternalCollisions when net is null
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
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.