13,721 Commits over 2,891 Days - 0.20cph!
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
Reduced pitch stab factor slightly
Was a little bit extreme. Made it 33% faster instead of 50%
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
Increased shreddable pickup truck mass from 20km to 400kg, and added a small amount of drag
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Merge BikeFastTurns -> main
Changed how fast steering applies
Use DriveWheelVelocity to show spin FX visually
Control feeling reasonably good
Allow burnout mode via throttle + brake as well as via Ctrl (duck)
Working on the feel of burnout mode
Fix doubled-up GetModifiedDrag from merge
Merge main -> BikeBurnouts
Merge BikeEyeRoll -> Main - only includes a small improvement to the IsGrounded check
Fixed horses not being able to pass through holes in terrain
Fixed bike passenger eye rotation bug (introduced in 100729)
Bike passengers now use the same camera roll code as the driver
Horrible code for bike driver camera roll, but it now lerps to the actual roll angle when not grounded
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
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Fixed ground effect rocks particle effect playing all the time on helicopters:
- Minicopter
- Attack Helicopter
- Scrap Helicopter
- CH47
- Patrol heli
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Updated client-side grounded check to match the server-side one in CarPhysics
Extended sidecar bike main collider further
Merge main -> SidecarCollision
DoPrepare - Apply the new ignored layers
Ignore item and ragdoll collisions vs. bikes
Fixed sidecar bikes not getting pushed back when hitting animals/players
Fixed cyclist hands disconnecting from handlebars at full turn
Increased bike hurt trigger min speed from 1m/s to 4m/s. Decreased base unmultiplied damage/s from 6 to 4
Extended main bike box collider - prevent bike and sidecar ending up on opposite sides of a thin wall
Set rigidbody drag for the bikes using GetModifiedDrag, so the bike class and CarPhysics don't fight each other
Apply instantforced rule to the one frame of initial client update
Add NonSerialized attribute to spawnPoints
Use an init method for ConvarControllerSpawnPointPopulation. In editor, the ScriptableObject is saving the state of any private vars we use
Added a haveGotSpawnpoints bool to ConvarControllerSpawnPointPopulation. Getting strange behaviour in editor where it thinks 'spawnPoints' is already not null at the start. Serialised?
Sneaking in a minor pedal trike steer angle edit
Fixed cyclist hands disconnecting from handlebars at full turn
Only allow bike driver to access fuel when someone is mounted
Initial work on supporting burnouts and fast turns with Ctrl. No releasable yet