branchrust_reboot/main/vehiclescancel
1,823 Commits over 2,191 Days - 0.03cph!
For vehicles that were saved in dead state, destroy immediately on initial load
Various small physics and control changes for generally smoother driving, better control.
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close
Strip the push volume on client
fixcars command improvements
Show modular car health (total) in the HUD
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Merge brake light changes
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Merge from Main -> Vehicles
Replace Reserved2 with FLAG_LIGHTS const
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
Add player.gotosleep command for testing
Adjust DAMAGE_TO_GIB again
Merge MakeVehiclesDestroyable -> Vehicles
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions
adding vehicle modules gibs
adding WIP modules gibs, enabling read/right on existing parts
Better interface for liquid storage UI on the vehicle lift
Vehicle lift module internal storage UI changes,. Make it clear that it's not for adding items to internal storage
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.
Tooltip comment change only
Merge from Main -> Vehicles
Fixed engine audio issues when entering a network group with a running vehicle
Fixed engine sound not playing when player entered a network area with a running vehicle. This was caused by the engine state being set before the engine loaded in.
Include AntiVehicle damage type in the explosion forces cars receive. Some "explosive" weapons don't actually apply "Explosion" damage.
Reduce car fuel use in general, and adjusted performance calculations. Fuel use at low performance was too high
Have the fuel gauge drop to zero when engine is off. REALISM
Fix Check Engine light staying on after engine is turned off.
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
Merge from Main -> Vehicles
Allow modular cars to spawn on road OR roadside topology
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
Boot out currently looting players from engine bay looting when the engine starts
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.
Fixed engine performance not updating immediately when engine internal items change or break
Fixed deployed vehicle lift not being repairable
Clear use flag on load for onlyOneUser ContainerIOEntity. Fixes vehicle lift getting stuck as "occupied" if it was being used during save. Behaviour now matches StorageContainer.
Fixcars console command now only fixes cars within 5m of the admin using it. More useful for testers who won't want to fix every car in the world.
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.