branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
T1 engine comp spawns
S2P Roadside monuments
Disabled scrap transport heli spawns
Reduce explosion forces on the car a bit
Satchel Charge was also on Continuous, switched to Continuous Dynamic. Added a little bit of code to avoid the "Kinematic body only supports Speculative Continuous collision detection" complaints when timed explosives go kinematic.
Change C4 to continuous dynamic collision. All other similar items already use that settings. Fixes it not attaching well to vehicles.
Bring back collider conditionals, since the compound collider bug resurfaced
Slight changes to car lift, just to see if the client builds will now realise it changed a few days ago
Engines now spawn in with no internal items
Armoured module icon face the right way
Added support for vehicle seating modules to apply damage protection to their passengers
Added CarPassenger and CarPassengerArmoured protection properties with 50%/100% stab protection respectively (solves getting stabbed by cactus while driving)
Added tracking for time spent driving in life stats
Added a stat for time driving on the expanded stats in the death screen
Fixed update when offscreen not being enabled for modular car seats
Change render queue of heat shimmer particle material to Transparent-3000 (was AlphaTest-2450) to prevent conflicting with censorship pixelate material
Pack a bit more into the secondary textures bundle as the main bundle was still perilously close to 4GB (3.96).
Assign the driver as the Initiator on the front and rear HurtTrigger on cars so deaths are appropriately assigned on the death screen
Change RollOffDriveForce from
99995 back to
99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
Shuffle texture bundles to bring the larger bundle under 4GB.
Extras from manifest rebuild
Merge from Main -> Vehicles
Hide all chassis items as well
Hide the generic base prefabs for chassis and for modules
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
Don't show engine component stat if that component doesn't affect a stat
Replace yes/no test with just a standard + label
Remove unused RealmedRemove entry on CarLift
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
Acceleration/top speed edits again
Revert back to original fix for item stacking problem
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
Tweak best acceleration curve
modular-car-scrape-loop audio file + sound def (physics scrape)
brake squeal volume tweak
only play tire screeches if throttle is on
modular-car-switch-seat audio files + sound def
Crafting time balance for engine components
Disabled minicopter spawns
Added car lift to compound sell orders
Car lift no longer default BP
Car lift crafting cost balance (likely to change)
T3 engine components not craftable + researchable
updated vehicle dashboard, adding low fuel light
Compound S2P
Added vehicles & vehicles 2 vendors to compound
Setup sell orders and costs
Prices are temporary ready for public testing
Revert item splitting changes, introduced some regressions
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
Tweaked last fix to remove doubling up of stack size check