branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Updated RandomModular gen to remove outdated modules
Code review: Use Facepunch.Pool for lists
Another manifest rebuild, and prefab GUID fix
Updated fuel tank collider to match its new model location
More efficient get for firstSocketIndex on the server+ prefab fix
Remove unused methods for module destruction
updated WIP module, getting latest
Merge from Main -> Vehicles
Visual group enum for Thai
Put VehicleModuleManagerInventory in the modular namespace
Fixed double-added-entity bug. Reduced redundant data about modules and items. Removed ModuleItemInfo class and dictionary.
Finished system for multi-socket module UI
Removed machine gun module + manifest rebuild
Initial system to show the reserved slots in the vehicle garage UI (subsequent item slots used by multi-socket modules). Needs more work.
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Chassis/module item icon settings: Mipmaps on. Generated new chassis icons. Leaving module icons for now until we have final models.
update 2 slot flatbed, fuel tank modules
Allowing shifting multi-socket items over one, when they overlap with themselves
Fixed dual-socket module conditional UI double-ups
New system for checking module socket validity, without the need for dummy slot-filler items
Remove "dummy slot items" for multi-slot vehicle modules.
Another AdjacentCondition boolean edit for Thai
Update SameInFront/SameBehind behaviour for Thai
Vehicle modules now support conditionals based on whether the adjacent modules are of the same type.
Rewrote the vehicle module conditional system to work with general GameObjects instead of just Renderers, so we can show/hide anything (colliders, lights, etc)
update WIP vehicle modules
Code review: Removed VehicleModuleManager and folded it entirely into BaseModuleVehicle.
Converted BaseNetworkable child events to virtual methods.
Eliminated ModularCarSocket. ModularVehicleSocket might have well always have wheel info and simplify things.
Code review: Major refactor of modular vehicle scripts to make them less reliant on generics. Some cleanup etc still to go.
Rename StandardVehicleModule to BaseVehicleModule
Get rid of "IsUIInteractable" ItemDefinition property that "dummy item" slots are using. Feels too close to a hack, need to do this a better way.
Ignore item interaction if the parent canvas group is set to non-interactable
Reword vehicle edit info message
Set garage interaction to occupied/available correctly, and kick player out of interaction if it's no longer valid.
Edit "Modular Cars" inventory loadout
Added a comment to StorageContainer "OccupiedCheck", as its return value confused me a bit
Remove overriding of some health methods in the chassis
Reinstate vehicle edit UI after merge
Merge from Main -> Vehicles
Update vehicle edit UI prefab