branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

6 Years Ago
Some random variation in fade-in time sounds nicer for multi-engine vehicles
6 Years Ago
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
6 Years Ago
Don't use UpdateWheelCollider at all, just rely on standard values
6 Years Ago
Fix driving physics not correctly updating with mass/centre of mass changes
6 Years Ago
Add module mass etc on client, so clients can get top speed estimate
6 Years Ago
Switch SoundManager to use IsUnityNull
6 Years Ago
Add Resharper DotSettings files to ignore list
6 Years Ago
Add IsUnityNull extension method that checks for both real null and Unity's fake null
6 Years Ago
Adjust engine powers
6 Years Ago
Fix engines getting stuck on if player exits while engine is still starting up
6 Years Ago
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
6 Years Ago
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
6 Years Ago
Driving physics settings edits
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Merge back to Vehicles
6 Years Ago
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
6 Years Ago
Any throttle input now starts the engine, not just forward
6 Years Ago
Minor driving physics changes
6 Years Ago
Fix driver inputs staying around after the driver got out
6 Years Ago
Vehicle audio work + fixing bad prefab IDs
6 Years Ago
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
6 Years Ago
Very basic sound script
6 Years Ago
Created sound definitions for basic car sounds
6 Years Ago
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6 Years Ago
Engine audio inspector params
6 Years Ago
- Modular car engines now turn on/off, with startup time (client synced) - Fuel is now actually needed. Adding 100 low grade by default in editor for easy testing - Added engine waterlogging - Removed handbrake, it sucked
6 Years Ago
Allow faster vehicles to have better brakes (automatic multiplier)
6 Years Ago
When moving backwards and accelerating, actually accelerate instead of brake
6 Years Ago
Improved speed-based steer angle reduction. Better max speed calculation.
6 Years Ago
Fake a lower centre of mass, less anti-roll needed, better handling
6 Years Ago
Even more driving physics tweaks
6 Years Ago
- Fixed wheel visual glitching when entering water etc by providing the right layer mask. - Properly added the wheel smoke FX from the sedan. - Some driving physics tweaks. - Added handbrake, although it's really just a fancy version of the brakes.
6 Years Ago
Add some car audio files (originally from WiseGuys)
6 Years Ago
Good enough driving physics for now
6 Years Ago
- Various general work on getting vehicles of all sorts to drive nicely. - Don't show health on chassis/modules. - Added several test vehicle to my test map.
6 Years Ago
Adjust engine kW values
6 Years Ago
Move vehicle settings into a shared ScriptableObject
6 Years Ago
Merge new driving physics to Vehicles
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Minor cleanup only
6 Years Ago
True support for multiple drivers at once. Multi-driver drifting? Inputs are combined in a way where they won't cancel each other out.
6 Years Ago
Remove vehicle settings that are currently unused
6 Years Ago
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
6 Years Ago
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
6 Years Ago
Fix client/server define
6 Years Ago
Line endings only
6 Years Ago
Adjust COM
6 Years Ago
Adjust module weights some more
6 Years Ago
Adjust module weights
6 Years Ago
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