branchrust_reboot/main/vehicles/FixPhysicsPt3cancel
11 Commits over 0 Days - ∞cph!
Fix PatrolHelicopter realmed remove
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs:
-TriggerVehiclePush:
--powerplant_1: 2x VehiclePhysBox
--water_treatment_plant_1: 2x VehiclePhysBox
--sliding_blast_door: VehiclePhysBox
--CargoShipTest: BowTrigger
--door.double.hinged.metal: 2x VehiclePushVolume
--door.double.hinged.toptier: 2x VehiclePushVolume
--door.double.hinged.wood: 2x VehiclePushVolume
--gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush
--gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1)
--wall.frame.garagedoor: VehiclePhysBox
-TriggerVehicleDrag:
--junkyard_1: Damage objects on all the barbed wire
--barbedwire_set_bend45: damage
--barbedwire_set_bend90: 3x damage
--barbedwire_set_SShape: damage
--barbedwire_set_straight300: damage
--barbedwire_set_up90: 2x damage
-VehicleLiftOccupantTrigger:
--Vehicle_Lift: OccupantZone
-Deploy Volume OBB:
--HitchTrough.deployed: volume(3)
--ChippyArcadeMachine: deploy_volume (1)
-CrushTrigger:
--ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't)
-SpawnHandler:
--spawn.v2: Placement Check Mask, Bounds Check Mask
--spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask
Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively:
-piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed.
-piano.deployed.static: As above.
-Compound: Changed collider layers on the piano as above.
-ball.entity: Duplicated collider into detail and world versions.
-RHIB: Duplicated collider into detail and world versions.
-Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM.
-minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set.
-ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer.
-sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes.
-sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh.
-foundation.steps: Changed vehicle layer to Vehicle World layer on all step types.
-CodelockedHackableCrate: Duplicated collider into detail and world versions.
-HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version.
-ChippyArcadeMachine: Added simple box collider for world collision.
-ch47.entity: Added simplified mesh collider set for world collision.
-ch47scientists.entity: As above.
-BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions.
-PatrolHelicopter: Duplicated collider into detail and world versions.
Adjust chassis world colliders to include fuel tank
World colliders set for all modular car chassis types and modules, plus conditionals set
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
Update layer defines etc re WorldCollisionOnly layer
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
Remove all usages of Reflection layer, freeing it up