13,104 Commits over 2,800 Days - 0.20cph!
- Fixed controls working while magnet crane is still starting its engine
- Completed magnet flag TODO
Simplified magnet crane steering code - use torque force only
Magnet crane brake power increase + minor code edit
Magnet crane rigidbody edits
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
Disable the Magnet Crane Animator when its Rigidbody sleeps.
- Fixes the crane mostly not sleeping (wakes soon after it's put to sleep).
- May fix the crane doing crazy movements when it does manage to sleep.
Fixed Always Sprint affecting sprint-key input on things other than player movement
Added physicmaterials to the magnet crane base colliders
Magnet crane now using Continuous instead of Continuous Speculative
Fixed magnet crane jitter following recent wheel changes
Allow left/right mouse button magnet crane arm movement while driving it
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
Some adjustments to magnet crane driving/physics behaviour/feel
Lower magnet crane COM to make sure it never spawns and falls over
More Thread -> Tread renaming
Magnet crane suspension edit. Less wobbly, more stable.
Fixed modular car lift panel not opening anymore when interacted with while there's no car on the lift
Added more HasOccupant checks (catches if carOccupant is null) to ModularCarGarage.Server
Improved magnet crane fuel calculation
Magnet crane reverse steering improvement
Reduce magnet crane collision damage taken
Gave magnet crane wheels some more travel and adjusted wheel height
Merge MagnetCraneUpdates -> Main
Merge MagnetCraneUpdates -> Main
Fixed magnet crane steering the wrong way when reversing
Adjusted driving feel, trying to mostly match old behaviour
Merge Main -> MagnetCraneUpdates
Merge Buoyancy_fix2 -> Main
Added buoyancy wake code to BaseSubmarine and to WaterInflatable. Removed buoyancy wake code from WakeUp method.
Fixed accidental BaseCombatEntity debug log commit
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
Magnet crane audio now stops running when the crane is inactive
Magnet crane exhaust goes more when the player is using movement controls
Magnet crane stability work. Less wobbly/floaty feeling.
Prevent magnet crane magnet from getting close enough to the driver to hurt them (modified the animator to only let it move 90% of the way to minimum)
Merge Main -> MagnetCraneUpdates
Tidied up flags, removed unused methods. Steering edit.
Merge MCUpdatePhysics2-> MagnetCraneUpdates
Magnet Crane can no longer drive underwater
Magnet crane physics overhaul. Now uses the CarPhysics class. CarPhysics now supports "tank controls".
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Return to old wheelcollider settings for now
Fixed magnet crane not turning off when driver exits (another regression)