userBill Bcancel
branchrust_reboot/main/vehiclescancel

1,452 Commits over 792 Days - 0.08cph!

4 Years Ago
Cull the Vehicle World layer on the main cam
4 Years Ago
Force adjustment
4 Years Ago
Steering and damage adjustments
4 Years Ago
Final collision adjustment
4 Years Ago
Use prevent building box collider on the static car lift, matching the deployed version
4 Years Ago
Transfer chassis damage evenly between modules
4 Years Ago
Collision damage adjustment again
4 Years Ago
Collision damage changes. Catch large damage events more reliably
4 Years Ago
Adjusting collision damage after testing
4 Years Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
4 Years Ago
Increase average collision damage further
4 Years Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
4 Years Ago
Add Vehicle World layer to the Main Camera culling mask.
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
4 Years Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
4 Years Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
4 Years Ago
Update comment only
4 Years Ago
Decrease fuel tank module from 500L to 200L
4 Years Ago
DebugUtil method now handles rotated wireframe cubes
4 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
4 Years Ago
Correct - to +
4 Years Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
4 Years Ago
Adjust ball mass, bounciness
4 Years Ago
Don't add extra bounce boost to balls hitting other balls
4 Years Ago
Switch Ball collision from Discrete to Continuous Dynamic
4 Years Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
4 Years Ago
Adjust ball forces again
4 Years Ago
Adjust ball forces ⚽
4 Years Ago
Pragma warning disable, manifest
4 Years Ago
Type `spawn ball.entity` to spawn ball
4 Years Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
4 Years Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
4 Years Ago
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
4 Years Ago
Steer 50% faster if shift key is held
4 Years Ago
Actually speed up steering a little again
4 Years Ago
Slow down steering speed at higher car velocity
4 Years Ago
Minor fix
4 Years Ago
Increase low-speed engine power by a bit and overall engine power by a little
4 Years Ago
Merge in Continuous Speculative car physics
4 Years Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
4 Years Ago
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
4 Years Ago
Code gen
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
4 Years Ago
Give Mount action a higher priority than Open
4 Years Ago
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
4 Years Ago
Reduce STEER_LERP_SPEED for smoother steering wheel lerp