branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
armored window shutter sounds
Add _EmissionColor to instanced shader properties list.
Shrinking repel force area so player doesn't get bumped when interacting with unused areas of chassis
Stop vehicles rolling forever if they have no engine
Better system for moving sliding windows, doesn't glitch out if reversing the direction during a move.
Armoured module windows can now be operated independently
Adjust engine "bad performance" threshold for audio
add damaged engine loop sound
pitch damaged engine loop sound a bit with throttle
Engine FX and sound code work
New modular car presets using the armoured module
Sliding armoured windows can be opened and closed via interaction
Adjust 1mod cockpit engine interaction
Adjust 1mod engine open interaction
Set up code for bad engine performance audio loop
Armoured cockpit basics set up
adding modules/lift gibs models
Different formula for engine item condition to better follow spec. Ignore health, but count as 0 effect if broken.
Include item condition in engine performance calculation
Give engine items condition, repairable
Modified vehicle performance formula
Refactor, sync engine storage data to the client
Added inventory stats UI for engine internal items. Simplified engine item code in general.
Wording change on engine internals UI
Fixed filter for drag-dropping engine items into engine slots
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
Make sure the client updates chassis visuals at least once when they first see a vehicle
Engine loot panel UI changes, show stats differently
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Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
damage sounds set up on pfx prefabs
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
Added note to recycler, comment only
Working on engine internal item stats
Better system for wheel-spin at low speeds, doesn't lower true friction
Merge from Main->Vehicles
Adjusting effect settings
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Set up all exhaust effect code
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.