branchrust_reboot/main/vehiclescancel
1,452 Commits over 792 Days - 0.08cph!
Cull the Vehicle World layer on the main cam
Steering and damage adjustments
Final collision adjustment
Use prevent building box collider on the static car lift, matching the deployed version
Transfer chassis damage evenly between modules
Collision damage adjustment again
Collision damage changes. Catch large damage events more reliably
Adjusting collision damage after testing
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
Increase average collision damage further
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
Add Vehicle World layer to the Main Camera culling mask.
Merge from Main -> Vehicles
Add EnvironmentVolumeProperties to WhatUsesLayer
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
Merge from Main -> Vehicles
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.
Decrease fuel tank module from 500L to 200L
DebugUtil method now handles rotated wireframe cubes
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
Adjust ball mass, bounciness
Don't add extra bounce boost to balls hitting other balls
Switch Ball collision from Discrete to Continuous Dynamic
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
Pragma warning disable, manifest
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
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.
Steer 50% faster if shift key is held
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
Merge from Main -> Vehicles
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
Reduce STEER_LERP_SPEED for smoother steering wheel lerp