branchrust_reboot/main/snowmobilecancel
378 Commits over 120 Days - 0.13cph!
A bit more health for snowmobiles
Fixed Tomaha gibs, set snowmobile health, set up damage texture effect for both snowmobiles. Simplified damage renderer usage across all vehicles.
Improved snowmobile foot IK
Snowmobile rear passenger mount added and set up
Snowmobile driver eye pos + mount pos adjustments
Snowmobile driver IK setup
Fix snowmobile item definition IDs
Snowmobile wheel and terrain FX system final setup
Okay, refactoring vehicle chassis visuals again, but I think we're there now
More snowmobile code WIP, mostly client-side wheel related. Sharing more code with modular car.
Fixing issues with terrain FX etc
Fix wheel assignment, adjust wheel heights, remove unnecessary code
Fix layer assignment on Tomaha colliders
Remove excess Tomaha collider
Refactor snowmobiles into prefab variants of a common base. Add storage to the Tomaha.
Rearrange snowmobile files
Tweak intertia tensor values
RetroSnowmobile set up, now driveable.
WIP other snowmobile setup. Colliders etc
Modify retro snowmobile collider mesh:
- Split into two parts and fill in the gaps so it can be convex.
- Limited dissolve to remove unnecessary verts + triangulate.
Move wheel friction from general car setting to per-wheel. Also spelling tyre the commonwealth way 🇬🇧
Added icons and items for the two snowmobiles
WIP all sorts of work on wheel ground FX and general wheel/FX/suspension/steering kind of code. Various refactoring to share code between modular cars and snowmobile. Won't run right now, but at least compiles.
Snowmobile WIP terrain data and FX. Update modular car terrain system to allow sharing code etc. New ScriptableObject VehiclePhysicMatList holds the physic (sic) material data.
Fix snowmobile seat prefab ID, adjust wheelcollider suspension, other WIP
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
Fix wheel calc on snowmobile too
Fixed modular car wheel method issues
Secret front wheels. Realmed remove setup.
Working on snowmobile physics
More snowmobile setup, MountMenuVisible code in BaseMountable, other bits and pieces