branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

5 Years Ago
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
5 Years Ago
- 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.
5 Years Ago
Removed some unused Animator components from car chassis Fixed axle aim transforms getting twisted when a car is flipped
5 Years Ago
Revert the previous change in TriggerBase since it can remove entities during the loop
5 Years Ago
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
5 Years Ago
Bump network protocol for open vehicles testing
5 Years Ago
adding vehicle damage textures
5 Years Ago
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
5 Years Ago
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.
5 Years Ago
Edit car protection
5 Years Ago
Fixed player.mount command not working on modular vehicles
5 Years Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
5 Years Ago
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
5 Years Ago
Slight increase to top speed calc
5 Years Ago
Cherry pick 50665
5 Years Ago
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
5 Years Ago
Editing mass and performance
5 Years Ago
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.
5 Years Ago
Driving physics changes
5 Years Ago
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5 Years Ago
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5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Collision/interaction fixes for 1module_cockpit_with_engine
5 Years Ago
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
5 Years Ago
WIP vehicle damage texture
5 Years Ago
Minor adjustment
5 Years Ago
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
5 Years Ago
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
5 Years Ago
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
5 Years Ago
Adjust max speed calc
5 Years Ago
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
5 Years Ago
Tweak engine forces
5 Years Ago
Fixed TriggerPlayerForce not working on players Fixed TriggerPlayerForce applying to noclip players
5 Years Ago
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
5 Years Ago
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.
5 Years Ago
Reverted headlight angle change and increased light angle by 10 degrees
5 Years Ago
Tilt headlights directional light/volumes down by 5 degrees
5 Years Ago
Deactivate Take Internal Items button if there aren't any
5 Years Ago
Rebuild manifest, hopefully fix missing script warnings
5 Years Ago
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
5 Years Ago
Increase steer lerp speed a little
5 Years Ago
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
5 Years Ago
Moved deploy volume on car lift slightly up so it can be placed on foundation again
5 Years Ago
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
5 Years Ago
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.
5 Years Ago
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.
5 Years Ago
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
5 Years Ago
Added impact effect when colliding with AI in a car
5 Years Ago
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)