branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
bumper gibs r/w error fix
Fixed being able to open BBQ from outside camper module (should also now respect locked state)
Can now gesture in camper seats (hand IK is disabled for the duration of the gesture)
Revert gibbable material lookup change (change is no longer needed)
Manifest update
Fix not being able to use locker in the back seats of the camper module
camper no longer default BP
Added camper to T2 techtree
Don't let players outside of the module open the locker
Fixed locker and bbq references not properly loading
Increased weight (340->400)
Renamed and moved camper sleeping bag entity
Update camper barbecue with the igniter models
Simplified IsOnThisModule check
Fixed individual gibs not dropping when vehicle takes gibs
Removed the clientCollider/serverCollider code from BaseBoat. Since we now rely on convex colliders at all times, it's no longer needed.
Fixed a couple of prefab import issues
- Camper code review: Adjusted name and description to match the others.
- Made modules user-craftable by default instead of overriding the setting on each one.
Camper code review: Moved icon
Fixed seats sometimes loading in the incorrect position
Fixed sleeping bag cluster markers not properly populating
Cleanup, remove parenting volumes from prefab
Fixed an NRE when loading
Added a tooltip explaining that a seat is occupied
Changed default name of sleeping bag in camper
Description update, mark camper module as default blueprint for testing
Better temporary barbecue positioning inside camper module
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
Updated test scene to properly demo all conditional configs
Added size bounds to bbq
More death screen button changes
Fixed prefab id on seat
Added hand IK support to modular car seats
Camper seats provide some comfort
Slightly offset seating positions so feet don't overlap
Hide locker visuals, add two colliders running on the top of the camper to access the locker
Reposition oven based on camper layout (same technique as seats)
Fixed module sub entities not spawning properly
Camper module now updates repositions seats based on conditionals
Added a filter field to the conditionals list
Added some example configurations to Playground_vehicles
Added Playground_vehicles test map
Added a small barbecue to the camper module
Can no longer move camper module if it's storage has any contents