branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Cheating a little with colliders to give us more ground clearance
Increase water tank input/output rate
Merge from Main -> Vehicles, get the latest fluid I/O code
Wire tool now ignores prevent building volume on modular cars. New IgnoreWireCheck tag.
Vehicle storage container handling work. Expand IItemContainerEntity interface.
More efficient position check
Change update to FixedUpdate
Break vehicle tanker IO connections if the vehicle moves
IOEntity liquid basics for fuel tanker module. Still need to handle movement.
fix normal on front bumper
tweak engine module collision
Rename ContainerIOEntity Menu_Occpued to Menu_Occupied. Rename StorageContainer Menu_Occpued to Menu_Occupied.
Merge from Main->Vehicles
fixed chassis attachment, tweak colliders
fixed engine conditional
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
reverting engine collider condition
re attaching chassis suspension
fix engine bumper collider condition
adjusted bumpers collision size
Revert wheels to 100% size, lower axle height further instead.
more tweak on front bumper
Lowered axles 4cm to stop larger wheels hitting the frame at full compression
tweak bumper size, fix uv on armored module
15% increase in wheel size
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Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
Turn off additional vehicle lift functions if the lift has no power
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
Vehicle module repair highlight effect no longer looks horrendous.
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
Reduce MIN_PERFORMANCE_FRACTION to 0.15
Increase engine low performance threshold to 45%
Minor edits to engine item spawns
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
Remove missing prefabs from Craggy
vehicle sound additions and polish
Engine part world model changes
Remove unused code in VehicleTerrainHandler
Fix NRE with performance stats refresh on removing engine.
- Made the magnet snap zone on the vehicle lift smaller.
- Move clientInEditMode data down from ModularCar to BaseModularVehicle where the variable is actually used. Protocol++