branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Collision damage adjustment again
Collision damage changes. Catch large damage events more reliably
Adjusting collision damage after testing
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
Increase average collision damage further
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
Add Vehicle World layer to the Main Camera culling mask.
Merge from Main -> Vehicles
Add EnvironmentVolumeProperties to WhatUsesLayer
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
Merge from Main -> Vehicles
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
fixing seat module LOD side panel clipping thru the frame
Don't run process TriggerPlayerForce if the component is disabled
Horses standing on a vehicle lift will now be raised/lowered
Remove linq in TriggerHurtNotChild
Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq
Decrease fuel tank module from 500L to 200L
Call RemoveFromTriggers when the player dies/respawns on the client
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting)
Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
Increased the width of mount hot spots on the cockpit modules
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable
The dismount sfx will no longer play when swapping seats in the same vehicle
DebugUtil method now handles rotated wireframe cubes
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
Adjust ball mass, bounciness
Don't add extra bounce boost to balls hitting other balls
Switch Ball collision from Discrete to Continuous Dynamic
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
Pragma warning disable, manifest
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
Speculative fix for endless tire screeching
Don't damage mounted passengers in other cars with car impacts
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
Steer 50% faster if shift key is held
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics