branchrust_reboot/main/vehiclescancel
1,823 Commits over 2,191 Days - 0.03cph!
Fixed vehicle module health not loading from saves
Chassis spawn at max health, only damage modules
Merge from Main -> Vehicles
Fix double spawning modules on loading saves
first pass at vehicle sounds
Vehicle lift now uses the new animations. Removed obstruction check since it's so low now anyway. Replaced coroutine with Facepunch Invoke.
Fix terrain topology type
Merge from Main -> Vehicles
Manifest + car population edit
Delete my bad Craggy edits
Too many vehicles on server, reduce pop
Make sure vehicle wakes when driver gets in
Fix lift magnet to work with any lift rotation
Merging ridable horse lots its spawnable script again. Restore it.
Change when we get conditional type
Merge from Main->Vehicles
Updated randommodular item list
Working on rough terrain damage
Fixed a few issues with vehicle health protection
Changed "No Protection" protection option to give no protection vs "AntiVehicle", which had full protection.
Added gravel road to my test map
Change ParticleSystemContainer to handle method calls before awake, which can happen
Collider conditional fix for physics going crazy on SetActive
Fix health visuals not updating
MC inventory loadout edit
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
Merge from Main->Vehicles
Disabling more vehicle updates when asleep + minor edits
Better car sleep solution.
Let cars actually go to sleep properly 😴. Also added IsStationary() and IsMoving()
Added labels to LOD utility window
Updated LOD settings on all chassis and modules to Thai's 40/15/1
Prefab variants don't pass through LOD group settings properly. Added new Window>Tools>Set LOD Group Thresholds editor to allow easy multi-selection LOD level updating.
update LOD setting/ models
Fix cockpit LOD assignments
Vehicle Lift LOD
Tweaked module panel stuff, collider, mesh
Add modular car decay convar
Move attributes just in case