branchrust_reboot/main/vehiclescancel
1,823 Commits over 2,191 Days - 0.03cph!
Placeholder-ish icons for vehicle module items
Merge from Main->Vehicles
Manifest update for vehicle module entities
Add module entities to the map
Fix for 1module_cockpit_with_engine
Module entities have seats and steering wheels
Created entities for all vehicle modules, and set up models and colliders for them. Client colliders are (usually) a single mesh; server colliders are a convex mesh where possible or else are compound primitive colliders.
Vehicle module entity work
Base car module entity prefab, plus other vehicle edits and fixes
Revert accidental manifest change
Initial code for modular entities, and vehicle modules in particular. Added module add/remove and mass + centre of mass adjustment methods.
Minor change to chassis settings
Chassis fuel tank bugs fixed. Can now properly interact.
Merge from Main->Vehicles
Comment components were a little broken - they didn't always save the text entered. Deleted the custom editor, replaced with [TextArea] attribute.
Vehicle chassis collider fixes
Allow mountables to be... not mountable. Since a modular vehicle chassis isn't mountable until it has seats.
Rename BaseModularCar to ModularCar
Rename BaseCar to BasicCar since ModularCar won't inherit from it
Merge from Main->Vehicles
Remove obsolete scenes from the build list that no longer exist
Fix unused var errors on client
Modular vehicle chassis now using the new fuel system, spawning fuel tanks.
Simpler fuel system changes. Slightly more code duplication than my earlier solution but simpler overall.
Revert fuel commit. Doing this in a simpler way.
Merge from Main ->Vehicles
Chassis entities now have fuel tanks and correct collider sets + physics materials
Move vehicle module models and textures to match where other vehicle content is stored.
Laying out vehicle modules on map
Revert wheel size increase - incompatible with existing mudguards on size 3 and 4 chassis
Merge from Main -> Vehicles
Added initial entity versions of the three modular chassis options
Added modular vehicle model mockups to my little test map, plus terrain edit
Added a small fast-starting test map for my own testing, similar to the existing Playground scene, but without the invisible "cubicles" etc.
added vehicle components test scene
greybox chassis 2,3,4 modules
chassis hierarchical trees
greyboxed >
combined seat-engine module (truck style cabin)
seat module
engine module
machine gun mount module
fuel tank piece
greyboxed >
fuel tank 2 slots module
combined seat-engine module tweaks (higher cabin, gonna keep aggressive plough style bumper for 2 slot module truck cabin)
greyboxed truck cabin module
tweaks to 4 module chassis platform (rear axle flowing more visually)
using wheel bone scale factor to size wheels up on 4 module chassis
seat module dash visual update
added greybox of seat module (passenger row of seats only)
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)