13,110 Commits over 2,800 Days - 0.20cph!
Merge from Main -> Vehicles
More driving physics experimentation
More driving physics experimentation
More driving physics experimentation
True support for multiple drivers at once. Multi-driver drifting?
Inputs are combined in a way where they won't cancel each other out.
True support for multiple drivers at once. Multi-driver drifting?
Inputs are combined in a way where they won't cancel each other out.
Remove vehicle settings that are currently unused
Remove vehicle settings that are currently unused
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
Adjust module weights some more
Adjust module weights some more
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Fix drive wheel visuals bug on the client when there was no driver. Moving a couple of things.
Fix some issues with init order
Show true drive wheel RPM on the client
Fix old infinite HasDriver loop in BaseVehicle
Wheel physics work + refactoring/cleanup
Adjust wheel collider setup
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Add brake inputs, refactor throttle input
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
Properly solved mounting seats via sub-module; no more InteractionAreaBox hack
Merge from Main -> Vehicles
Check wheelSmoke for null - Update is called a few times before init methods are
Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
Fix #if SERVER enclosing load method
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Fixed storage container bounds bug
Fix some issues with the flatbed storage entity. Remove InteractionAreaBox hack, working on a proper fix.
Allow module sub-components to save/load network data. Storage component syncs UID. Deleted temp_test_vehicle.
Add wheel smoke script to the modular car script, no more endless dirt and water FX.
Moved the storage container on the flatbeds
Fix realmed remove on all vehicle modules being the wrong way around 🤦