branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Revert ServerUserVar change
fixcars command now takes a parameter to control what tier of part to apply, is usable by admins (not just devs) and fills the fuel tank
Shimmer material doesn't mess with censorship.
Improvements to damage effects while driving fast.
Camera soft fading the smoke particles to make them less distracting while driving.
Potential BaseMountable NRE fix (disable mesh culling change)
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
Low speed power boost edit
Bit more power for hill climbing
Rolling off top speeds, balancing values for the new system of requiring a full set of modules
New UI info on needing engine components
Added vehicles to pressure pad layermask
Fix bug where engine showed low performance for a while after adding a new engine and adding parts to it before getting in. Was due to storage item ID not getting synced.
Increase engine internal item health
Stop engines working if they have broken parts
Fix fuel and top speed stats showing up around the wrong way on the client
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
fix driver clipping thru the seat on the armored module
fix seat clipping thru the back on the passenger module
Slightly lowered the deploy volume on the car lift so it can be placed in single height stone foundation structures
Check engine light fixes on 2 modules.
Exhaust VFX tweaks.
Border vehicle headlight mipmaps to fix edge seams sometimes popping up.
Various vehicle interior/dashboard tweaks.
vehicle part ui sound volume tweaks
repairable entities can specify repair effects
vehicle modules use metal repair effects
Less annoying volumetric noise on headlights
fix passenger module collider
fixed boat engine material
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
Engine vfx iteration.
Tweaked lerp values in engine script.
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
Increase collision hurt damage somewhat
Remove unused attacker info from hurt trigger
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change)
Removed a Debug.Log in Landmine.cs
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.
Increase sleep velocity (but also sleep delay), as some vehicles still jitter around faster than the level it was at and we want them to sleep too. If this continues to happen, we can switch from testing the current velocity to testing distanced moved over a period of time.
Put test map terrain on the correct Terrain layer
Fixed TriggerPlayerForce not affecting AI
Fix incorrect ground FX type calculation
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead.
Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
Hooked up the attached car reference on the PlayerRepelTrigger
Doubled car spawn default population density from 1.5 to 3. Spawns around 50 cars on a 4K map.
Fix vehicle lift losing its reference to the occupant trigger
Apply additional overrides to the Vehicle_Lift.prefab base
Removing MagnetSnapZone and missing scripts from Vehicle_Lift.prefab - will this resolve the warnings?