branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
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Extra debug, and add one-frame wait to module add on the server as well.
Additional debugging for the live server
Added damage texture support to chassis
Modules now show damage texture effect
Enable instancing on vehicle mat
Adding explanation to SpawnPop params
Fix TestRidableHorse which had lost its spawnable script
Manifest rebuild after merge
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updated module model/ texture/LOD
Conditionals now check on the server as well, letting conditional colliders get enabled/disabled correctly
Unified engine audio into a central manager. Engine sound now grouped by engine type. New ScraptableObject format for defining engine audio settings.
Add additional wheel data to car audio manager. Move engine start/stop sounds to manager.
Minor edits to repel system. Added testing object to test map.
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Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
Adjust player damage multiplier with vehicle speed
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.
Decrease vehicle default pop value from 10 to 2.
Code gen/manifest. Restores lost modularcar pop convar.
Fix incorrect vals on 3mod chassis
Put OnHealthChanged event back to being server-only (as it originally was before I changed it a while ago), but moved it to BaseCombatEntity.Server so it won't confuse future newbies.
Code review: Converted module component update calls to come from the vehicle, instead of using the Unity methods. Removed the OnEnable/OnDisable use entirely.
Prevent "Look rotation viewing vector is zero" complaint from Unity
Another OnValidate switch to PreProcess
Merge coroutine/invoke changes branch
VehicleLiftObstuctionSensor removed. Use a basic TriggerBase instead.
Free the old magnet occupant properly
Update magnet snap to use a similar system to VehicleLiftOccupantTrigger
Fix another null check problem
Rewrote occupant trigger to use a more logical TriggerBase system. Adjusted layers on obstruction sensor. Protocol++.
Code review: Another coroutine>invoke change
Code review: Use Facepunch Invoke instead of StartEnginesCo coroutine
Code review: Facepunch Invoke instead of coroutine for ModuleAddOneFrameWait
Merge from Main->Vehicles
fix fuel tank collider condition
removed unused texture / material
Fix item assigned where it should've been the entity prefab
Prevent error in editor script OnEnable by moving the FindProperty calls
Fix editor script glitch that was breaking Fuel Tank + fix refresh button being disabled.
adding LOD
Regrouped all the module/chassis etc on a single mat/texture