Simplify content controls and add vehicle roles; record Workshop 0.0.144
continuous-integration/drone/push Build is passing

Discover installed mod vehicles and save independent garage, traffic, patrol and convoy assignments. Retire the superseded RHS 1.9 overrides. Include native menu, crew/driving and publication evidence.
This commit is contained in:
2026-11-06 22:06:38 +01:00
parent 518a1a5744
commit 460d9808e5
116 changed files with 14244 additions and 404 deletions
+80
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@@ -464,3 +464,83 @@ protection as cars. Normal DLC driver restrictions remain in effect.
The administration menu keeps the selected UI scale while its panel fits, then
reduces only that panel enough to remain inside the viewport with a small margin.
It does not change the player's saved interface scale or other game UI.
### Content menu
The **Content** top tab groups **1. Mods**, **2. Items**, **3. Vehicles**, vehicle
spawn settings, equipment chance, advanced weights, presets and starting supplies.
Supported enemy-pack/faction switches are under **Forces → Enemy packs**.
Mods initially shows packs with selectable items or vehicles. Search
narrows the list; the filter can also show all loaded mods, enabled mods or
disabled mods. Each row links directly to its items and vehicles. A mod switch
controls future automatic extra equipment and civilian spawns, while remembering
its individual choices. It does not unload Workshop scripts, remove existing
inventory or vehicles, or rewrite authored enemy loadouts.
Item and vehicle pages select one mod and search its whole catalog before paging
(12 results per page). Search matches names and prefab filenames, ignores case,
and requires every entered word. All / Enabled / Disabled filters use the
effective selection, including disabled contributing mods. Counts describe the
filtered results. Catalogs are sorted by name when discovery completes. Each
item shows its filename to distinguish variants with identical display names.
**Enable all** / **Disable all** applies to the whole selected mod in that page,
including entries outside the current search and page. These actions reset the
individual choices for that domain only; item changes do not erase vehicle
choices, and neither action turns a disabled mod back on. A disabled source mod
wins when several mods contribute to a resource. Choices are confirmed by the
server and retained across restarts. Presets now include mod switches, item and
vehicle-role choices, and equipment weights; spawn counts remain separate.
The **Vehicles → Use for** selector stores independent assignments for garages /
yards, civilian traffic, enemy patrols, convoy armed escorts and convoy supply
trucks. Select an installed mod, choose a use, then enable vehicles. The same
vehicle can serve several uses. Whole-mod buttons affect only the selected use.
A disabled master mod still overrides remembered assignments.
Discovery reads server vehicle catalogs plus complete vehicle prefabs under each
loaded mod's Prefabs directory, including mods without faction catalogs. It
inspects resources in small batches without spawning them. Aircraft, boats,
wrecks and vehicle parts are excluded. The scan is bounded to 8,192 candidates;
the menu reports incomplete discovery if the limit is reached. Mods must be
installed and enabled on the server, with their dependencies available. This
menu does not download or unload Workshop addons.
Newly discovered vehicles start unassigned. Existing authored pools retain their
defaults. Explicit bulk assignments also apply to later discovered compatible
entries from that same mod. Missing mod choices remain dormant and return when
the mod is loaded again. Configurations and presets save all five uses.
Garages/yards require an unarmed vehicle with a usable driver seat that fits the
existing parking envelope; farm-yard tractor defaults remain. Traffic requires
native AI driving support. Patrols use the selected enemy faction's soldier /
medic profiles, one driver and up to 14 other crew, within the existing finite
patrol allowance. Both armed and unarmed patrol vehicles are supported. These
assignments control the main HQ vehicle patrol roster; separate optional bike
and Sarka waves retain their own settings.
Convoy armed escorts replace the three light escort slots and retain one driver
and one gunner each. Supply assignments replace the cargo truck and retain one
driver; existing storage-capacity and finite-cargo rules remain. The specialized
BMP slot is unchanged because its interception and mounted-ammunition logic
requires that specific vehicle. Neither aircraft nor extraction is affected.
AI road vehicles must fit the existing 4m × 9m × 3.5m deployment envelope. Native
crew, driver, AI-use, inventory and placement checks still apply; component
presence alone does not certify that every third-party vehicle drives correctly.
A vehicle failing physical fit or crew checks is excluded from that use until
the next round, with a log message and unavailable status. Empty pools defer
spawns rather than re-enable a disabled vehicle. Convoy pools are selected before
consuming their finite receipt; a subsequent physical startup failure retains
the existing no-retry receipt policy. Existing vehicles are never deleted by a
menu change. Normal DLC access, visibility, claim and cleanup rules remain.
Preferences remain in the `items.records` section of `Escapists.json`. A `mod`
rule stores the master switch; `v*` and `v<resource-guid>` store vehicle defaults
and individual overrides. `r0` through `r4`, followed by `*` or the vehicle GUID,
store each use (garage, traffic, patrol, escort, supply). Assigning a vehicle also
restores its legacy vehicle permission, without enabling its master mod. Existing
`*`, item GUID and weight rules retain their
meaning. Old configurations need no automatic rewrite and default to enabled.