userBill Bcancel

6,444 Commits over 1,522 Days - 0.18cph!

5 Months Ago
Merge from Main -> Vehicles
comment
5 Months Ago
Rebuild manifest
comment
5 Months Ago
Hide all chassis items as well
comment
5 Months Ago
Hide the generic base prefabs for chassis and for modules
comment
5 Months Ago
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
comment
5 Months Ago
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
comment
5 Months Ago
Remove unused RealmedRemove entry on CarLift
comment
5 Months Ago
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
comment
5 Months Ago
Fix compile
comment
5 Months Ago
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
comment
5 Months Ago
Acceleration/top speed edits again
comment
5 Months Ago
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
comment
5 Months Ago
Tweak best acceleration curve
comment
5 Months Ago
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
comment
5 Months Ago
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.
comment
5 Months Ago
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
comment
5 Months Ago
Revert the previous change in TriggerBase since it can remove entities during the loop
comment
5 Months Ago
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
comment
5 Months Ago
Bump network protocol for open vehicles testing
comment
5 Months Ago
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
comment
5 Months Ago
Edit car protection
comment
5 Months Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
comment
5 Months Ago
Slight increase to top speed calc
comment
5 Months Ago
Editing mass and performance
comment
5 Months Ago
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
comment
6 Months Ago
Driving physics changes
comment
6 Months Ago
▊▌▋▍▍█▇ ▊▉▉▆▄▉▉▄▉▌ ▉▅▋ ▌▌▅
comment
6 Months Ago
▅▉▄▋█▉ ▌▅█▅▉▆▌▍▇▍ █▍▅▇▊▊▍▊▋▉ ▊▋▊ ▆▋▇▉
comment
6 Months Ago
▊▆▇▉▄▋ █▊▇▌▋█▆█▊▇ ▄▆▅▍▉▇▋▆▊▍ ▋▅▇ ██▄▅
comment
6 Months Ago
Merge from Main -> Vehicles
comment
6 Months Ago
Collision/interaction fixes for 1module_cockpit_with_engine
comment
6 Months Ago
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
comment
6 Months Ago
Minor adjustment
comment
6 Months Ago
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
comment
6 Months Ago
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
comment
6 Months Ago
Adjust max speed calc
comment
6 Months Ago
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
comment
6 Months Ago
Tweak engine forces
comment
6 Months Ago
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
comment
6 Months Ago
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.
comment
6 Months Ago
Deactivate Take Internal Items button if there aren't any
comment
6 Months Ago
Rebuild manifest, hopefully fix missing script warnings
comment
6 Months Ago
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
comment
6 Months Ago
Increase steer lerp speed a little
comment
6 Months Ago
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
comment
6 Months Ago
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
comment
6 Months Ago
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
comment
6 Months Ago
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
comment
6 Months Ago
Fix compile
comment
6 Months Ago
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
comment