branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
The wheel collider kick prevention on listen server was messing with vehicles tumbling in the air. Removing it since it was a listen server only fix anyway.
Adjust max explosion force
Adjust armoured cockpit window colliders.
Added rigidbody explosion forces to vehicles when receiving explosive damage, with an upward bias (Helk request).
ModularCarAudio - Avoid divide by zero if max speed is zero.
New centre of mass icon, and centre of mass changes to better support upcoming explosion forces. More realistic positioning, using anti-roll to counteract the higher COM.
Subtractive merge from collider conditionals removal commit. Unfortunately the compound collider bug does seem to still be around.
Support modules with liquid containers in the vehicle lift preview.
Merge from Main->Vehicles
When using the vehicle lift, show a small loot panel for a selected vehicle module if that module itself has internal storage. Allows for more easily emptying modules to allow them to be moved or removed.
modular car audio tweaks and polish
Add HasComponent extension methods for Component and GameObject
Code review: doClippingCheck
Code review: Remove garbage gen in TryGetItem
Code review: Changes to var
Merge from Main->Vehicles
Code review: Refactored EngineStatTypes away
Remove condition object types as the compound collider bug (causes by collider gameobject enable/disable) seems to be fixed.
Fix unnecessary double-set for car car between Seating and Engine
Code review: Add HasComponentInChildrenIncludeDisabled, use it in ConditionalObject, avoid garbage gen.
Code review: Add distance checks to RPCs
Fix sliding windows not sliding
Merge vehicle module refactor -> Vehicles
Merge from Main->Vehicles
Code review: Change shader property strings to IDs.
Code review: Combine MaterialPropertyBlocks and make static.
Reduce garbage gen in RefreshLODSets a little
Code review: Remove unused vars.
Merge from Main -> Vehicles
Adjust storage drop point locations
Exhaust was backfiring too much, adjust values at good engine health
Raise ride height on vehicle lift
Fix repel trigger height on 2module
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Adjust centre of mass and anti-roll
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.
Use 7 instead of 7.5 for the throttle-to-4-bit conversion, so that 0 throttle converts back to zero correctly. Fixes "accelerator jitter".
Add explanatory comments to the ModularCarUpdate RPC input data
Set different driving pose, added use of 'vehicleSteering' parameter. Adjust wheels to turn at the same visual rate as the steering wheel.
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'_collider' var on BaseCombatEntity was no longer used anywhere. Removing it.
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
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