13,104 Commits over 2,800 Days - 0.20cph!
Fixed magnet crane audio (was broken in this branch)
Reset engine/brake/mass to old values
Merge MagnetCraneUpdates -> MCUpdatePhysics
Merge Main -> MagnetCraneUpdates
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
Renamed magnet crane treads (were "threads") and some collider gameobjects.
Added ability for magnet crane to both turn and drive forward/back at the same time (can still spin on the spot if turning without any throttle input)
Initial work on magnet crane wheel colliders and driving physics
Adjusted magnet crane colliders. Removing all VehicleWorld colliders on the client.
Fixed magnet crane mounted driver not syncing up visually with the crane itself when rotating the cabin (yaw controls)
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
- Fixed magnet crane arm movement speed being affected by physics delta.
- Fixed magnet crane arm movement speed also being affected by dropped physics frames when exceeding maximumDeltaTime (capped to avoid massive moves if the server stalls).
Reordered player animator back to the old gesture order - fixes broken gestures from recent merge.
Updated index for LayerPlayerGesturesUpperBody and LayerGestures to the new order. Now using a constant instead of a GetLayerIndex for LayerReactions to match the existing style.
Subtract
68861, flag is needed
Only do Update ticks when the magnet crane is in use or moving
Removed unused magnet on/off flag
Merge Main -> MagnetCraneUpdates
Fixed server compile - unused variable
Okay, actually one more final edit
One final bump animation edit
Bump anims triggered more often, especially at low speeds
Merge Main -> MagnetCraneUpdates
Higher threshold for bumping
At minimum strength, still weight the animation at at least 30%
Changed snowmobile bump animation to use layer opacity
Average the bump anim velocity values a little - compare the two most recent with the previous two
Allow bumps to play a little more often
New (better?) bump anim trigger code
Scrap the recent velocity array, use a single value instead
Only bump on velocity reductions
Improved PlayReactionAnim parameter code
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
Disabled the bump anim code again until the new system is set up.
Minor wording clarity edit