branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
Some random variation in fade-in time sounds nicer for multi-engine vehicles
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
Don't use UpdateWheelCollider at all, just rely on standard values
Fix driving physics not correctly updating with mass/centre of mass changes
Add module mass etc on client, so clients can get top speed estimate
Switch SoundManager to use IsUnityNull
Add Resharper DotSettings files to ignore list
Add IsUnityNull extension method that checks for both real null and Unity's fake null
Fix engines getting stuck on if player exits while engine is still starting up
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Driving physics settings edits
Merge from Main -> Vehicles
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
Any throttle input now starts the engine, not just forward
Minor driving physics changes
Fix driver inputs staying around after the driver got out
Vehicle audio work + fixing bad prefab IDs
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
Created sound definitions for basic car sounds
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Engine audio inspector params
- 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
Allow faster vehicles to have better brakes (automatic multiplier)
When moving backwards and accelerating, actually accelerate instead of brake
Improved speed-based steer angle reduction. Better max speed calculation.
Fake a lower centre of mass, less anti-roll needed, better handling
Even more driving physics tweaks
- 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.
Add some car audio files (originally from WiseGuys)
Good enough driving physics for now
- 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.
Move vehicle settings into a shared ScriptableObject
Merge new driving physics to Vehicles
Merge from Main -> Vehicles
True support for multiple drivers at once. Multi-driver drifting?
Inputs are combined in a way where they won't cancel each other out.
Remove vehicle settings that are currently unused
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
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.
Adjust module weights some more
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