branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Use gibs kill method when destroying rowboat
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Hooked up gibs on rowboat
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars
This destroys small trees relatively easily but still takes several hits to take down a large tree
Added a new TriggerVehicleDrag component
Applied vehicle drag to all of the barbed wire prefabs used in junkyard
S2P junkyard
Merge from mount_anim_fix
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
Merge from Main -> Vehicles
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
removing more unused animation controller from the modules
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
Merge from damage_materials
When stacking items, compare via item.info.condition.max rather than maxCondition, since maxCondition can be lowered after repairs.
Adjust steering, now easier to control for people like me with 300ms ping
Graduate collision effect placeholder to be not placeholder anymore
BillB test map edit. Moved spawn point, added a generally troublesome vehicle layout
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
Adjust steering lerp value
Refactored steering, should now be easier to make small adjustments
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
Merge from chassis_destroy -> vehicles
Merge in the latest push fix changes
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
Fixed cockpit with engine missing mount hot spots
If an engine has no assigned mount spots it will now fall back to the old behaviour
Merge from mount_sight_check2
Remove unused (and already disabled) collider from Modular Car driver seat
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds
If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fixed laser detectors not detecting vehicles
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Added a max 10 second timeout for horns
Fixed horns not stopping if the player dismounts while honking
Fixed T1 carburtor not spawning
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
Merge from vehicles/horns
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open)
S2P water treatment plant and power plant
Fixed door close interrupt behaviour not being run when closing a door via a door controller
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)