branchrust_reboot/main/vehicles/MakeVehiclesDestroyablecancel
21 Commits over 30 Days - 0.03cph!
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
Force network sync on destruction. Fixes new lifestate not always getting synced
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
Use the destroyed look material for vehicle gibs
Assign Thai's gibs to all modules and chassis types
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
Hide Start Health on chassis since it's taken from the item
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
Merge from Vehicles -> MakeVehiclesDestroyable
Adjust car container drop chances
Deduce post-death damage required to gib from 1000 to 500.
Merge from Vehicles -> MakeVehiclesDestroyable
Don't show hammer repair highlight on destroyed vehicle
Added transitional form between killed and gibs, where there's just the burnt-out scrap vehicle. A lot of new IsDead() checks. Also removed old unused vehicle teleporting code that I added a while ago.
Merge from Vehicles -> MakeVehiclesDestroyable
- Propagate damage even when it's a 0 health module being hit.
- Propagate damage to all other modules, not just adjacent ones.
Decay modular cars at 25% rate if inside
Vehicle destruction with per-module gibs now working
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.