branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Fix repair info text, which was affected by the blueprint issue as well
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
modular vehicle false start, horn, and hurt trigger impact audio files
fix missing vehicle repair sounds
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project
Still haven't found the one that's missing but the tool might be useful so committing anyway
Merge inside-car repel force and hurt force changes -> Vehicles
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
Fix NRE when destroying an unpowered car lift
Don't cancel the door animation if the door collides with a building block with a dedicated vehicle movement collider (fixes foundation steps issue)
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
Fixed recycler getting stuck when attempting to recycle something that can't be broken down
Merge headrest collider into one GameObject
Fix armoured cockpit seat colliders not matching its seats
Merge ent kill for vehicles fix, new AdminKill method
Add a smaller collider to the headrest area on Seat_A_COL to stop people getting shot through the headrest
Merge from door_open_interrupt
merge from /researchable_modules
Car lift no longer takes a week to decay
Reduced car lift health
component research cost changes
Merge low fuel light branch -> Vehicles
Engine comp recycle and research cost balance
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Merge from Main -> Vehicles
To be safe, early exit from AttemptMount if IsDead
Allow cars to throttle forward while rolling backwards at any speed
Don't show Check Engine light on a failed engine start if the only problem is no fuel
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
Can no longer list hidden items in vending machines
Fixed vending machine UI NRE when searching for an item with no sprite
"ent kill" now destroys the whole car regardless of which module is aimed at
"ent kill" now works when aiming at a vehicle module as well as the vehicle chassis
Supports destroying individual modules as well as destroying the chassis while modules are equipped (destroys equipped modules as expected)
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
Change fixcars command to force the selected tier, instead of only replacing <tier parts
Restore culling fix that was disabled yesterday, now with checks to makes sure player model exists
Extra safety check for the ModuleEntityAdded early exit
If vehicle is destroyed while waiting for the Invoke to add a module, bail out and destroy the module. Fixes "Setting parent to entity that hasn't spawned yet! (net is null)" error (it was actually spawned, but then also destroyed)
Don't hardcode fuel amount when using fixcars