userBill Bcancel

6,371 Commits over 1,492 Days - 0.18cph!

6 Months Ago
Armoured module windows can now be operated independently
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6 Months Ago
Adjust engine "bad performance" threshold for audio
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6 Months Ago
Engine FX and sound code work
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6 Months Ago
New modular car presets using the armoured module
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6 Months Ago
Sliding armoured windows can be opened and closed via interaction
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6 Months Ago
Adjust 1mod cockpit engine interaction
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6 Months Ago
Adjust 1mod engine open interaction
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6 Months Ago
Set up code for bad engine performance audio loop
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6 Months Ago
Armoured cockpit basics set up
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6 Months Ago
Different formula for engine item condition to better follow spec. Ignore health, but count as 0 effect if broken.
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6 Months Ago
Include item condition in engine performance calculation
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6 Months Ago
Give engine items condition, repairable
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6 Months Ago
Modified vehicle performance formula
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6 Months Ago
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6 Months Ago
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6 Months Ago
Refactor, sync engine storage data to the client
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6 Months Ago
Added inventory stats UI for engine internal items. Simplified engine item code in general.
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6 Months Ago
Wording change on engine internals UI
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6 Months Ago
Fixed filter for drag-dropping engine items into engine slots
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6 Months Ago
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
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6 Months Ago
Make sure the client updates chassis visuals at least once when they first see a vehicle
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6 Months Ago
Engine loot panel UI changes, show stats differently
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6 Months Ago
Simplify engine stats UI
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6 Months Ago
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6 Months Ago
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6 Months Ago
Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
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6 Months Ago
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
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6 Months Ago
Added note to recycler, comment only
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6 Months Ago
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6 Months Ago
Working on engine internal item stats
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6 Months Ago
Better system for wheel-spin at low speeds, doesn't lower true friction
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6 Months Ago
Merge from Main->Vehicles
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6 Months Ago
Adjusting effect settings
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6 Months Ago
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6 Months Ago
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6 Months Ago
Set up all exhaust effect code
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6 Months Ago
Increase push flip force
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6 Months Ago
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6 Months Ago
Compile fix
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6 Months Ago
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0). - Moved engine damage FX to the conditional system. - Removed ModuleEngine damage ounds, these will be moved into the effect prefabs. - Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
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6 Months Ago
Allow specifying light material index to modify emission on
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6 Months Ago
Fix broken headlights
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6 Months Ago
Allow assigning any type of renderer to the lightRenderer for vehicle lights
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6 Months Ago
Now colour coding conditions by type in the editor UI
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6 Months Ago
Physics adjustments
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6 Months Ago
Give a little more push power for tipping vehicles over
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6 Months Ago
Client now getting terrain type from the PhysicMaterial [sic], which has the benefit of already having a standard getting that also gets the material of non-terrain objects being driven on. Material is now per wheel, so for skid sounds I'm just using the left front wheel. Added road skid sounds back in. Removed TerrainTypeMonitor. Also adjusted ground grip.
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7 Months Ago
Fixed issues with collider and particle conditionals
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7 Months Ago
Conditionals UI rename
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7 Months Ago
Minor FX edit
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