branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
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.
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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)
greyboxed covered wagon modules (personnel transport)
Additional hierarchy anchor points for seats, steering wheel, exhausts and mounted gun (yaw/pitch)
Cleaned up geometry to be a single mesh per module
Simplified colliders for all modules and chassis
modified ch47 pivot to be closer to center
boat work
backup vehicle components temporary textures
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
backup vehicle components temporary textures end
Halved vehicle modules texture sizes
boat functionality and first pass polish
boat sounds
merge from steering_animator
merge from vehicle_steering
Added generic sitting pose
no footsteps in vehicles
no water level in vehicles