branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
Import MeshBaker plugin (minus Examples directory)
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
fix missing reference/ wip LOD
Updated texture array creator (fixes + sort on drop)
Added base layer + detail mask texture array path w/ instanced per-material index
Added "rust/standard indexed" shader set
Fix spawnable script setup
Nuked custom 2d texture array inspector (unity now has built-in)
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.
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.
Changed detail color to instanced properties
Added detail layer blending control via detail color on rust/std shader set
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
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.
Code review: Moved WheelRayMask into Defines.cs as WheelRay
Code review: Remove unused method.
Remove left-over uses of numSubComponents
Code review: Use PreProcess for module validation instead of OnValidate
Code review: Don't bother with caching numSubComponents
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
Switch velocity to using GetWorldVelocity again.
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
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.
fix missing transform NRE
Code review: Add "== this" check with || before EqualNetID check
Code review: Call SetParent before calling Spawn
Code review: Add null check on created
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.
Code review: Add entity creation null check.
Code review: Move IsNull from CollectionEx to ObjectEx
Storage module now fully functional + manifest rebuild again
Put prevent building chassis colliders back on the correct Prevent Building layer
Add storage component to storage module + manifest rebuild
module panel health setup
Removed storage system from flatbed modules
Set up 2module_passengers entity
Increase fuel tank health