branchrust_reboot/main/vehiclescancel
1,821 Commits over 2,191 Days - 0.03cph!
Prevent residual water/dirt/smoke FX when teleporting vehicles
Vehicle teleport now moves instantly instead of lerping to the new position. Also added support for non-Spawnable type vehicles to move back to their initial position using the ReturnToSpawn system as well.
Wooden wall around test map, prevent driving accidentally out of bounds
Merge from Main->Vehicles
Undo prefab unlink commit. Let's try Jarryd's new fix instead.
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.
Put Craggy back to daytime
Merge from Main->Vehicles.
updated module damage group
updated modules / textures
updated damage texture, cleanup ressources
updated damage texture/mat
updating module material
adding damaged textures
Fix corrupted fuel tank meta and ref
Revert accidental ProjectSettings commit in
44407
Code gen for the new modularcar population convar
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
Lower vehicle waterlogging point from 1.25m to 0.75m
Fix assigned module presets
Don't try to load save on Craggy
updated modules
adding model/mat/textures
Starting on vehicle edit mode
Basic working vehicle lift
Added vehicle lift button and stairs (non-functional)
Merge from Main -> Vehicles
Modular vehicle lift is now client/server networked
Garage platform detects whether vehicle is in position, shows lights to help with parking. Will need networking.
Give modular vehicle their own seat type, let the driver turn around further
Add basic garage thing to my test map
Merge from Main -> Vehicles
Updated chassis colliders and what's removed on client
Removed client/server split for module collision. Both can share the server colliders. Now unified under a new shared object.
Move chassis and module models to client only.
Switch to damaged model via enable/disable renderers instead of active/inactive gameobject (performance)
Don't destroy vehicle anymore at 0 health
Switch vehicle model to the destroyed model when at zero health
Add placeholder destroyed models to modules
Added collision damage for modular vehicles