branchrust_reboot/main/vehiclescancel
1,823 Commits over 2,191 Days - 0.03cph!
Attach feet to accel/brake pedals
Fixed steering wheel interaction issues in vehicles with multiple steering wheels/drivers
Adjusted seating position on all seats
Fixed everyone in any seat trying to hold the steering wheel
Fixed damage tex not being set correctly on initial connection for modules at 0 health
Merge from Main -> Vehicles
Don't show health on static vehicle lift
disabled dashboard lights
Disable TailLights for now
Check if on vehicle, fixes menu NRE
Send health values to client after adding modules
Fixed SkinnedMeshRenderers not showing damage texture
Disable headlights by default for now
Cleaned up engine audio update method
Send throttle input value to client, for use with audio. Protocol++.
tweak tail light prefab hierachy
updated module, adding lights
light model/texture mat etc
Adjust power connection and deploy mesh for vehicle lift
update lift model/texture, adding deployable model
Vehicle lift electricity work
updated vehicle lift model
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
Lift LOD edit. Show lights at all LODs
Adjust engine power and drag, plus extras
updated modules condition panels
Powered light for vehicle lift
Make sure block param gets set on EmissionToggle
Adjust EmissionToggle to handle calling SetEmissionEnabled before OnEnable.
Behicle lift in use status light now working
More vehicles on the test map
Actually nah, don't add vehicle lift to Craggy
Added a vehicle lift to Craggy
Simplified decay code for car and minicopter
Adjust car damage protection again
Adjust module and chassis health
Adjust module protection values
Made storage module interaction play nicely with other vehicle interactions
Needed isLoadingSave, not isLoading
Don't double up modules no server load (different to the previous double-up bug)