branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
IsDriveable() checks minimum vehicle requirements
Revert ProjectSettings, didn't mean to commit
Made wheel suspension calculation correct re the actual collider, improved axle angle +/- calculation
updated chassis with max compression suspension, tweak steering skin, fix front axle hole in mesh
updated WIP cabin module, getting latest
Smoothed suspension visual movement even with rapid wheel hit changes
Do the visual lookat operation in one rotation call
Fixed axle angle being unsigned, not working with negative values
Cleanup and manifest rebuild
Merge chassis update back into to Vehicles.
Merge map fix from Main -> Vehicles
Merge from Main -> Vehicles
Server and client vehicle physics now behave the same, and the maximum speed estimate comes out correct on both. Some other vehicle physics tweaks.
Make drive force value available on the client + physics edits.
Show module health info, but hide it when mounted
Vehicle engine performance now degrades with health level
Merge from Main -> Vehicles
Improvements to collision damage code. No more jumping on your vehicle and hulk smashing it.
Fixed fuel system now syncing the fuel system instance ID to clients.
Fixed MiniCopter showing fuel interaction slightly further than actual usable distance.
Merge from Main->Vehicles
Added support for chassis repair and finished chassis repair UI. Added chassis item instance and container so we can see the chassis health, repair it etc using the standard item UI.
Some additional module health bug fixes.
Rename VehcleModuleManagerInventory to ModularVehicleInventory
The unused loot container that the garage needs (for when there's no vehicle on the lift) caused some confusion for the Item loot move method. Protocol++ to add a lootMoveAllowed bool to PlayerLoot, synced server->client. Defaults to true.
Move vehicle loot into the right container
Code review: Improve the fuel system. All fuel tanks now use a standard interaction distance limit, and have position checks on.
Code review: Convert [SerializeField] in ItemModVehicleModule to Rust style
Code review: Fix rowboat inited vs. IsSpawned.
Code review: Duplicate code into GetDriver and IsDriver rather than reusing GetDrivers, so that they're not using a list.
Code review: Pass a Facepunch.Pool list to GetDrivers instead of using a permanent cached list.
Fixed broken engine sound
Code review: Correct skid sound create/destroy
Merge from Main -> Vehicles
Fixing module add bug breaking random gen vehicles
Remove unneeded OnChildAdded calls