branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
engine audio implementation cleanup
Engine module internalsUI
Engine - hide unused slots
Working on engine module loot. Fixed fuel tank module which seemed to have lost its storage.
Work on not allowing modules to be moved/removed while they have storage
Use InvokeHandler instead of Unity invoke
Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
Don't allow moving or removing modules that have stored content + other cleanup
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Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Edits to storage interaction
Fix engine storage parenting on 1mod_engine
Initial commit of engine internal items work
Initial commit of internal engine items
Better slow-speed exit handbrake system
Fix VehicleEditingItemIcon refresh
Adjusted player position in seats as there was some clipping through seats
Make chassis colliders more rounded so they'll handle rough terrain more nicely (similar to sedantest "boat" style)
Chassis visuals performance further improvement
Client performance: Don't animate chassis visuals if it's behind the camera
Client performance: ModularCarAudio
Tentative fix for double-animated vehicle mount sitting
Fix presets, which had lost their item assignments
Setting emission colour to 1,1,1 instead of 0,0,0 so that the shader gets compiled with _EMISSION keyword, even though we want it non-emissive initially
Added audio for lights toggle
Allow lights use with engine off
Cockpit icon update to latest model
Module/chassis item description edits