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.
a metric tonne of boat work
audio work
buoyancy work
boat sinking
mounted management
no more footsteps on mounted objects
no longer wet in mounted objects
driver seats restrict weapon usage
no footsteps in vehicles
no water level in vehicles
Added generic sitting pose
merge from vehicle_steering
merge from steering_animator
boat functionality and first pass polish
boat sounds
Halved vehicle modules texture sizes
backup vehicle components temporary textures end
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
modified ch47 pivot to be closer to center
boat work
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
greyboxed covered wagon modules (personnel transport)
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
seat module dash visual update
added greybox of seat module (passenger row of seats only)
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