branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Merge from Main->Vehicles
Make sure modules have SOME health when initially spawned in
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
New vehicle presets that use the passenger armoured module
Front sliding windows now functional on the new armoured passenger module.
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
updated WIP armored passenger
Remove obsolete comment component from vehicle module base
Fix NRE in DisableInternalCollisions when net is null
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
Do the IsOutside() check from the bounds mid point instead of the top, but continue on if the hit collider is part of the entity doing the check. Makes the outside check more reliable.
Reduced ScrapTransportHeli outer bounds to match its actual size, they were massive.
Added gibs for all the different panels that fall off modular cars as they take damage
tweaked engine panel gibs
Adjust car front/rear hurt triggers
Reduce car collision damage to players and to NPCs
Merge from Main -> Vehicles
Fix cars sliding weirdly on slopes, also improve the "handbrake" when dismounting cars at low speed, so they'll properly stay still
Merge from Main -> Vehicles
In extremely rare situations, TryConvertPositionToSocketIndex could fail on the client, with the modules not yet positioned correctly. Sync the socket index as a reliable replacement. Protocol++.
Change bumper world colliders from a capsule to two spheres, attempting to reduce the chance of getting stuck in something
Add a power pole to BillBTestMap
Removed the distance var from carstats as it didn't work well
Fix carstats NaN max health showing on partial cars
Not vehicles - fix spelling mistake in the description for window embrasures: form -> forms
Fix power usage showing as 1 when selecting the vehicle lift in the inventory. Now correctly shows the real use as 20
Merge from Main -> Vehicles
Merge from Main -> Vehicles
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
Combine error text for BaseModularVehicle socket errors
Null check for ModularCarAudio
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.
Improved modular car lift Prevent Building, Deploy Volume, and Entity Bounds. Lifts can now be placed in tighter areas, including T-shaped floor sections.
Move TriggerBase logged warnings behind ConVar.Debugging.checktriggers
Merge from Main->Vehicles
Merge from Main -> Vehicles
fix floating tail lights on engine module
fix lod1 and wrong material on engine seat module
fix boat mesh holes,glitch depthmask, updated collider,clean up
Move ice lake snow colliders so it's easier to detect ice vs. snow in VehicleTerrainHandler (ice and snow share the same physics material)
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)
Separated ice and snow coliders in the ice lakes
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
fixed boat mesh (holes) and collider
Cull the Vehicle World layer on the main cam
Steering and damage adjustments
Final collision adjustment
Use prevent building box collider on the static car lift, matching the deployed version
Transfer chassis damage evenly between modules