branchrust_reboot/main/vehiclescancel

1,823 Commits over 2,191 Days - 0.03cph!

7 Years Ago
Vehicle lift and vehicle editing work
7 Years Ago
Subtractive merge on PlayerLoot distance change. I don't need it anymore, so reverting to the previous code.
7 Years Ago
Vehicle lift interaction work
7 Years Ago
Merge from Main -> Vehicles
7 Years Ago
Adjust push forces
7 Years Ago
Players can now push vehicles to right them when flipped, or just give a car a shove in neutral
7 Years Ago
Removed superfluous RefreshVisibleModels call
7 Years Ago
Fixed dodgy floating-point precision causing vehicle sockets to not always be found successfully on the client
7 Years Ago
Can now right-click move engine modules to vehicle sockets
7 Years Ago
Don't show damage FX on destroyed modules
7 Years Ago
Add back placeholder destroyed models for the two modules that lost theirs
7 Years Ago
Remove the two temporary test modules
7 Years Ago
Merge from Main -> Vehicles
7 Years Ago
Merge from Main -> Vehicles
7 Years Ago
Can now repair modules directly from the vehicle garage UI. Some RepairBench methods are now static so that the garage UI can use the same methods. Had to remove the module managers from the Rust.Modular namespace because RpcCalls.cs hates namespaces. Split BaseModuleManager into .Client and .Server subs.
7 Years Ago
Improved association between item health and module entity health. Stopped showing entity start health in inspector since it's based on the module. Fixed module damage FX not showing up properly after damaging.
7 Years Ago
WIP module display setup
7 Years Ago
WIP car part blockout
7 Years Ago
Collision damage now routes to the appropriate module, not just the chassis
7 Years Ago
Fix client compilation
7 Years Ago
Basic working health sync between physical modules and their items
7 Years Ago
Move show model/hide model methods
7 Years Ago
Fixed modules that were missing model settings and rebuilt manifest.
7 Years Ago
Comments, plus test module update
7 Years Ago
Fixed toggle buttons being hard to click
7 Years Ago
Model visibility info edit
7 Years Ago
Test module edits
7 Years Ago
Allow restricting model visuals to e.g. "show only if NOT wheels".
7 Years Ago
Improved visible model refresh methods
7 Years Ago
Adjust test model textures
7 Years Ago
Adjusting dual socket test module model
7 Years Ago
Dual socket test module edit
7 Years Ago
Can now specify module renderers to show/hide depending on the module's position on a vehicle
7 Years Ago
Better settings system for module model appearance
7 Years Ago
Allow custom distance for loot interaction, letting vehicle editing position checks happen, but with a greater distance allowance than usual.
7 Years Ago
Simple method to slow down reverse speed. Could be improved since it also lowers torque
7 Years Ago
Refactored some more code into ModuleManagerInventory
7 Years Ago
Comment edit only
7 Years Ago
Vehicle test map minor edit
7 Years Ago
Fix centre of mass calculation bugs and issues with moving modules
7 Years Ago
Vehicle lift model edit
7 Years Ago
Fix mount point calculation for rotated vehicles
7 Years Ago
Refctor some module manager inventory code into a separate class
7 Years Ago
Remove module manager partial class, merge it into the main one.
7 Years Ago
Merge from Main -> Vehicles
7 Years Ago
Slightly more oversteer
7 Years Ago
Fix client compile issue
7 Years Ago
Beefed up the isDraggable to a more general isUIInteractable. If false, prevents any UI-based interaction with the item. Drags, clicks, etc.
7 Years Ago
Added isDraggable setting which if false, sets items as non-draggable. Dummy slot fillers are no longer draggable.
7 Years Ago
Allow moving modules on top of themselves