branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Fixed storage container bounds bug
Fix some issues with the flatbed storage entity. Remove InteractionAreaBox hack, working on a proper fix.
Allow module sub-components to save/load network data. Storage component syncs UID. Deleted temp_test_vehicle.
Add wheel smoke script to the modular car script, no more endless dirt and water FX.
Moved the storage container on the flatbeds
Fix realmed remove on all vehicle modules being the wrong way around 🤦
Change modular car wheel colliders to all be a shared nested prefab, for easier editing
Merge from Main -> Vehicles
Really basic driving inputs working for throttle, steering, brakes. Engine modules providing wheel torque.
Max velocity calculation, working on engine system, new custom inspector for StandardVehicleModule
Additional dismount points on chassis
Temp interaction solution for mounting without having to point down at the chassis base. Will solve this properly later. +class rename
Mount/dismount points set for chassis types
Oops, fix missing IsTrigger flag
Added TriggerParent scripts to the two flatbed modules (same as ScrapTransportHelicopter's)
Merge from Main -> Vehicles again
Seat modules now adding mount points to the base vehicle. Still can't sit, need to add the rest.
Modules sort of actually working. Flatbed module spawns storage. Can't sit in seats yet. More refactoring + manifest rebuild.
Defined mount points and storage on modules, plus refactored a bit to a better module class system
Just moving module scripts into their own folder
All modules have appropriate module entity scripts
Basic framework for engine, seating, and storage vehicle modules.
Change test vehicle to a prefab variant
Merge from Main->Vehicles
Module management, script changes on modules
Minor module icon image edits
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