branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
Bump network protocol for open vehicles testing
adding vehicle damage textures
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
Fixed player.mount command not working on modular vehicles
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
Slight increase to top speed calc
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Editing mass and performance
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
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Merge from Main -> Vehicles
Collision/interaction fixes for 1module_cockpit_with_engine
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
WIP vehicle damage texture
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
Fixed TriggerPlayerForce not working on players
Fixed TriggerPlayerForce applying to noclip players
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.
Reverted headlight angle change and increased light angle by 10 degrees
Tilt headlights directional light/volumes down by 5 degrees
Deactivate Take Internal Items button if there aren't any
Rebuild manifest, hopefully fix missing script warnings
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
Increase steer lerp speed a little
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)