13,068 Commits over 2,769 Days - 0.20cph!
Fix for random modular spawner double-adding modules. Simplifies module parenting as well.
From code review: AddMountPoint returns existing mount point if it's already added
From code review: AddMountPoint returns existing mount point if it's already added
From code review: Convert ID checks to use EqualNetID. Add extension method for comparing layer.
From code review: Convert ID checks to use EqualNetID. Add extension method for comparing layer.
From code review: Force specification of fuel loot distance, plus general cleanup of the EntityFuelSystem class.
From code review: Force specification of fuel loot distance, plus general cleanup of the EntityFuelSystem class.
From code review: Make lastAttackedTime internal
From code review: Make lastAttackedTime internal
Sorting out issues with drag etc
Sorting out issues with drag etc
Added chassis sound manager and skid sounds. More driving physics work.
Added chassis sound manager and skid sounds. More driving physics work.
Merge to main: Adding support for connecting multiple clients at once locally. Can be useful for testing. New menu entries under Debug: Select Enable Fake Steam ID, then run the game.
Merge to main: Adding support for connecting multiple clients at once locally. Can be useful for testing. New menu entries under Debug: Select Enable Fake Steam ID, then run the game.
Some random variation in fade-in time sounds nicer for multi-engine vehicles
Some random variation in fade-in time sounds nicer for multi-engine vehicles
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
Don't use UpdateWheelCollider at all, just rely on standard values
Don't use UpdateWheelCollider at all, just rely on standard values
Fix driving physics not correctly updating with mass/centre of mass changes
Fix driving physics not correctly updating with mass/centre of mass changes
Add module mass etc on client, so clients can get top speed estimate
Add module mass etc on client, so clients can get top speed estimate
Switch SoundManager to use IsUnityNull
Switch SoundManager to use IsUnityNull
Add Resharper DotSettings files to ignore list
Add Resharper DotSettings files to ignore list
Add IsUnityNull extension method that checks for both real null and Unity's fake null
Add IsUnityNull extension method that checks for both real null and Unity's fake null
Fix engines getting stuck on if player exits while engine is still starting up
Fix engines getting stuck on if player exits while engine is still starting up
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Driving physics settings edits
Driving physics settings edits
Merge from Main -> Vehicles
Merge from Main -> Vehicles
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.