branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
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.
Merge from Main -> Vehicles
Don't use TerrainCollisionProxy - it won't work with terrain hole triggers that are level with the terrain.
Added TerrainCollisionProxy to modular car chassis so they can go through TerrainCollisionTrigger holes.
Assigned metal material to vehicle lift colliders that were missing a PhysicMaterial [sic]
Enable read/write on vehicle lift gibs
Detect when modular cars are in water and actually act like they're in a denser medium
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.
Simplify conditional object code
Fix cars floating when the ground is destroyed under them.
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Another vehicle lift edit
Several fixes and cleanup for the vehicle lift.
Fix overall performance calculation bug
Adjust engine part descriptions to be plural
Check angular velocity for sleep check, as well as standard velocity. Fixes issues when using flip pushes.
Don't update steering when vehicle is off - fixes client visual issues.
Made a standard place for VehicleIsActive.
Call UpdateNetwork a little more frequently for smoother input response on the client
Merge from Main->Vehicles
Code review: Reduced RefreshLODSets garbage gen to zero.
WantsPush work. Rewrote the pushing code.
WantsPush work. Always apply rotational torque to push, rather than pull.
Fix for "Lift occupant gets confused if a previous occupant is still in range when a new occupant is snapped."
Merge from Main -> Vehicles
Adjusted layer settings on the static and deployed vehicle lifts
modular car engine open/close sounds
modular car lift deploy sound
modular car lift open/close sounds
Cap max explosion force a bit lower
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".
Subtractive merge of #
49711.
updating vehicle lift gib rotation
Merge just to get that missing meta file
Merge from Main->Vehicles
Extra null checks for player.lookingAtCollider
Enable even output split on the 2module fuel tank
Fix crash when removing seating
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.
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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.