userBill Bcancel

13,104 Commits over 2,800 Days - 0.20cph!

5 Years Ago
Sorting out issues with drag etc
5 Years Ago
Added chassis sound manager and skid sounds. More driving physics work.
5 Years Ago
Added chassis sound manager and skid sounds. More driving physics work.
5 Years Ago
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.
5 Years Ago
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.
5 Years Ago
Some random variation in fade-in time sounds nicer for multi-engine vehicles
5 Years Ago
Some random variation in fade-in time sounds nicer for multi-engine vehicles
5 Years Ago
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
5 Years Ago
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
5 Years Ago
Don't use UpdateWheelCollider at all, just rely on standard values
5 Years Ago
Don't use UpdateWheelCollider at all, just rely on standard values
5 Years Ago
Fix driving physics not correctly updating with mass/centre of mass changes
5 Years Ago
Fix driving physics not correctly updating with mass/centre of mass changes
5 Years Ago
Add module mass etc on client, so clients can get top speed estimate
5 Years Ago
Add module mass etc on client, so clients can get top speed estimate
5 Years Ago
Switch SoundManager to use IsUnityNull
5 Years Ago
Switch SoundManager to use IsUnityNull
5 Years Ago
Add Resharper DotSettings files to ignore list
5 Years Ago
Add Resharper DotSettings files to ignore list
5 Years Ago
Add IsUnityNull extension method that checks for both real null and Unity's fake null
5 Years Ago
Add IsUnityNull extension method that checks for both real null and Unity's fake null
5 Years Ago
Adjust engine powers
5 Years Ago
Adjust engine powers
5 Years Ago
Fix engines getting stuck on if player exits while engine is still starting up
5 Years Ago
Fix engines getting stuck on if player exits while engine is still starting up
5 Years Ago
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
5 Years Ago
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
5 Years Ago
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
5 Years Ago
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
5 Years Ago
Driving physics settings edits
5 Years Ago
Driving physics settings edits
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Merge back to Vehicles
5 Years Ago
Merge back to Vehicles
5 Years Ago
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.
5 Years Ago
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.
5 Years Ago
Adding support for the client to know about modules on the vehicle as well, so it can do things like vehicle turns on -> tell all modules -> engines play start sound (without having to sync that data via each individual module entity). Currently WIP and broken, so putting this in a branch. Changes to audio as well, but they're relatively minor.
5 Years Ago
Adding support for the client to know about modules on the vehicle as well, so it can do things like vehicle turns on -> tell all modules -> engines play start sound (without having to sync that data via each individual module entity). Currently WIP and broken, so putting this in a branch. Changes to audio as well, but they're relatively minor.
5 Years Ago
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
5 Years Ago
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
5 Years Ago
Any throttle input now starts the engine, not just forward
5 Years Ago
Any throttle input now starts the engine, not just forward
5 Years Ago
Minor driving physics changes
5 Years Ago
Minor driving physics changes
5 Years Ago
Fix driver inputs staying around after the driver got out
5 Years Ago
Fix driver inputs staying around after the driver got out
5 Years Ago
Vehicle audio work + fixing bad prefab IDs
5 Years Ago
Vehicle audio work + fixing bad prefab IDs
5 Years Ago
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code