branchrust_reboot/main/vehiclescancel

1,823 Commits over 2,191 Days - 0.03cph!

6 Years Ago
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again. Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
6 Years Ago
hidding LOD on chassis
6 Years Ago
more LOD
6 Years Ago
Changed detail color to instanced properties
6 Years Ago
Added detail layer blending control via detail color on rust/std shader set
6 Years Ago
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
6 Years Ago
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
6 Years Ago
Code review: Moved WheelRayMask into Defines.cs as WheelRay
6 Years Ago
Code review: Remove unused method.
6 Years Ago
Remove left-over uses of numSubComponents
6 Years Ago
Code review: Use PreProcess for module validation instead of OnValidate
6 Years Ago
Code review: Don't bother with caching numSubComponents
6 Years Ago
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
6 Years Ago
Switch velocity to using GetWorldVelocity again.
6 Years Ago
Wheel name fix
6 Years Ago
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
6 Years Ago
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
6 Years Ago
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation: - Collider A enters the trigger. The base entity is added to the entityContents HashSet. - Collider B enters the trigger (same entity). - Collider A leaves the trigger. The base entity is removed from the entityContents HashSet. But the entity's Collider B is still in the trigger. This fix keeps the entity around until all colliders on it have left the trigger.
6 Years Ago
Fix build compile error
6 Years Ago
more LOD
6 Years Ago
fix missing transform NRE
6 Years Ago
Chassis LOD
6 Years Ago
Code review: Add "== this" check with || before EqualNetID check
6 Years Ago
Code review: Call SetParent before calling Spawn
6 Years Ago
Code review: Add null check on created
6 Years Ago
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
6 Years Ago
Code review: Add entity creation null check.
6 Years Ago
Line endings
6 Years Ago
Code review: Move IsNull from CollectionEx to ObjectEx
6 Years Ago
Storage module now fully functional + manifest rebuild again
6 Years Ago
Put prevent building chassis colliders back on the correct Prevent Building layer
6 Years Ago
Var rename
6 Years Ago
Module editor null check
6 Years Ago
Add storage component to storage module + manifest rebuild
6 Years Ago
more
6 Years Ago
module panel health setup
6 Years Ago
Removed storage system from flatbed modules
6 Years Ago
Set up 2module_passengers entity
6 Years Ago
Increase fuel tank health
6 Years Ago
Added items and placeholder icons for 1module storage and 2module passenger
6 Years Ago
wip collider stuff
6 Years Ago
Add note to base chassis re bounds.
6 Years Ago
Raise chassis bounds to encompass the area that will be taken up by modules. Fixes module interaction issues.
6 Years Ago
Fix invalid item in Modular Cars inventory loadout
6 Years Ago
Updated entity bounds to match the current module and chassis models. Rebuilt manifest.
6 Years Ago
Fix health conditional calculation
6 Years Ago
·updated collider
6 Years Ago
Refresh conditions on all health changes now, not just 0 vs. non-zero
6 Years Ago
Condition UI tidy up
6 Years Ago
Conditionals now allow for any health percent, not just alive/dead