branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

5 Years Ago
updated module
5 Years Ago
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.
5 Years Ago
Cleanup
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
updated steering wheel model/texture/mat
5 Years Ago
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
5 Years Ago
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
5 Years Ago
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health. - StartMaxHealth() now returns MaxHealth() instead of StartHealth() - ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
5 Years Ago
Setting initial chassis health + minor code cleanup
5 Years Ago
Update editor modular car player inventory loadout to include a hammer
5 Years Ago
Spawned vehicles start with heavy damage
5 Years Ago
Reworking vehicle spawn settings, added property drawer
5 Years Ago
updated dashboard/seat
5 Years Ago
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5 Years Ago
Now spawning modular cars on map with modules, using new and improved method. Don't need random spawn intermediate entity anymore.
5 Years Ago
Updated spawnable vehicle prefab variants
5 Years Ago
Working on changes to vehicle map spawn. Added ModularCar population convar. Manifest++.
5 Years Ago
Removed cage module, plus its item, model etc. Removed two presets that were using the cage. Removed some other unused bits.
5 Years Ago
Add spawnable script to vehicles
5 Years Ago
Preset spawns now use the correct defined slots, instead of just stacking modules after each other
5 Years Ago
Improved validity checking for vehicle presets
5 Years Ago
Added some random presets without a full complement of modules in sockets
5 Years Ago
Spawning random preset vehicles now functional. Manifest update.
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Reduce 2-module chassis steer angle.
5 Years Ago
updated modules, tweaked seat position/fixed some conditional display
5 Years Ago
improved cabin module visual based on placement condition some folder cleanup
5 Years Ago
Give the small engine a little more power
5 Years Ago
Preset config UI edit to handle multi-selection
5 Years Ago
Defined 16 preset vehicles
5 Years Ago
Vehicle physics testing edits
5 Years Ago
New ScriptableObject and custom editor allows predefining a modular car (chassis + modules)
5 Years Ago
Revert random modular spawn changes. Truly random vehicles, even if enforced as containing the right modules to be driveable, are often a poor configuration anyway. Keep random spawn as truly random instead, and we'll use a manually curated list for map spawns.
5 Years Ago
updated modules, adding textures/mat
5 Years Ago
Code needs cleanup, but all random-gen vehicles are now enforced as driveable.
5 Years Ago
Reduce steering assist on modular vehicles from 50% to 25%
5 Years Ago
Fix double engine module on test map vehicle
5 Years Ago
Adjust lift obstruction sensor
5 Years Ago
Vehicle lift now aborts descent and retries later, instead of mercilessly crushing anything below it
5 Years Ago
Always hide repair button, never just disable interaction - clearer to the user, matches recycle button
5 Years Ago
Fixed vehicle lift lowering on chassis recycle
5 Years Ago
updated modules, added textures/mat
5 Years Ago
Fix non-driveable warning not showing up in the UI
5 Years Ago
Fixing vehicle lift bugs
5 Years Ago
Better vehicle snap system, handles multiple occupants
5 Years Ago
Faster rotation snap
5 Years Ago
Prevent vehicle "dragging" behind lift changes due to the kinematic snap zone
5 Years Ago
Fix distance calculation, adjust trigger area
5 Years Ago
Base vehicle position on distance instead of collider contains. Remove LiftAreaTrigger on client
5 Years Ago
Simplified the vehicle lift state system to only what the new lift interaction needs. Protocol++