branchrust_reboot/main/vehiclescancel

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

5 Years Ago
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.
5 Years Ago
Fixed engine performance not updating immediately when engine internal items change or break
5 Years Ago
Fixed deployed vehicle lift not being repairable
5 Years Ago
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.
5 Years Ago
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.
5 Years Ago
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Don't use TerrainCollisionProxy - it won't work with terrain hole triggers that are level with the terrain.
5 Years Ago
Added TerrainCollisionProxy to modular car chassis so they can go through TerrainCollisionTrigger holes.
5 Years Ago
Assigned metal material to vehicle lift colliders that were missing a PhysicMaterial [sic]
5 Years Ago
Enable read/write on vehicle lift gibs
5 Years Ago
Detect when modular cars are in water and actually act like they're in a denser medium
5 Years Ago
Remove unused vars
5 Years Ago
Listen server only: Brute force fix for colliders fighting between client and server when being activated due to conditional object changes, causing the vehicle to jitter all over the place.
5 Years Ago
Simplify conditional object code
5 Years Ago
Fix cars floating when the ground is destroyed under them.
5 Years Ago
Return string info
5 Years Ago
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5 Years Ago
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5 Years Ago
Another vehicle lift edit
5 Years Ago
Several fixes and cleanup for the vehicle lift.
5 Years Ago
Fix overall performance calculation bug
5 Years Ago
Adjust engine part descriptions to be plural
5 Years Ago
Check angular velocity for sleep check, as well as standard velocity. Fixes issues when using flip pushes.
5 Years Ago
Don't update steering when vehicle is off - fixes client visual issues. Made a standard place for VehicleIsActive.
5 Years Ago
Remove debug info
5 Years Ago
Call UpdateNetwork a little more frequently for smoother input response on the client
5 Years Ago
Merge from Main->Vehicles
5 Years Ago
Code review: Reduced RefreshLODSets garbage gen to zero.
5 Years Ago
WantsPush work. Rewrote the pushing code.
5 Years Ago
WantsPush work. Always apply rotational torque to push, rather than pull.
5 Years Ago
Working on WantsPush.
5 Years Ago
Fix for "Lift occupant gets confused if a previous occupant is still in range when a new occupant is snapped."
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Adjusted layer settings on the static and deployed vehicle lifts
5 Years Ago
modular car engine open/close sounds modular car lift deploy sound modular car lift open/close sounds
5 Years Ago
Cap max explosion force a bit lower
5 Years Ago
Remove Model.cs components from modular car chassis and modules. Fixes issues with satchel charge etc parenting (getting attached to inactive objects in heirarchy, or attached to moving parts like steering wheel) since now everything simply falls back to attaching to the base transform. If we end up needing the model scripts in the future, we can potentially add a bool flag instead that simply saves the base transform as the only "bone".
5 Years Ago
Subtractive merge of #49711.
5 Years Ago
updating vehicle lift gib rotation
5 Years Ago
Merge just to get that missing meta file
5 Years Ago
Merge from Main->Vehicles
5 Years Ago
Set up vehicle lift gibs
5 Years Ago
Extra null checks for player.lookingAtCollider
5 Years Ago
Enable even output split on the 2module fuel tank
5 Years Ago
Merge vehicles/IO
5 Years Ago
Fix crash when removing seating
5 Years Ago
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
5 Years Ago
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5 Years Ago
Model.cs now ignores inactive GameObjects in FindClosestBone. Fixes satchel charges etc sometimes sticking to inactive GameObjects and endnig up being invisible. Needs code review.