userBill Bcancel
branchrust_reboot/main/vehiclescancel

1,452 Commits over 792 Days - 0.08cph!

4 Years Ago
Fix NRE with performance stats refresh on removing engine.
4 Years Ago
- Made the magnet snap zone on the vehicle lift smaller.
4 Years Ago
- Move clientInEditMode data down from ModularCar to BaseModularVehicle where the variable is actually used. Protocol++
4 Years Ago
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4 Years Ago
Refresh performance stats properly with engine inventory changes, and general code cleanup
4 Years Ago
Fixed code not getting run when on the lift, meaning engine icons didn't always show as locked when containing items
4 Years Ago
Increase push rotation force
4 Years Ago
Increase engine drive power a little
4 Years Ago
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
4 Years Ago
Highlight vehicle modules with the hammer in the same way that building components are highlighted
4 Years Ago
Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
4 Years Ago
Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
4 Years Ago
Still some slight movement, so increase extra ticks to three
4 Years Ago
Fix for client position lerp errors when syncPosition entities come to sudden stop. SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
4 Years Ago
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4 Years Ago
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4 Years Ago
Adjust top speed calculation
4 Years Ago
Test map terrain
4 Years Ago
Disable the engine exhaust shimmer effect
4 Years Ago
Manifest rebuild
4 Years Ago
Merge from Main->Vehicles. Major merge conflict with ParticleSystemContainer where Jarryd and I had both made similar changes to stop it generally being slow and generating garbage. His version is safer as it doesn't "fix" existing prefabs using it but only ones that set a particular flag. Since there are almost 100 prefabs using it now, I've taken his safer option and enabled the new precached flag on my prefabs that use it.
4 Years Ago
Adjust item tier performance values
4 Years Ago
-Since brake force is always faster at stopping a vehicle than counter-to-speed-direction throttle force, use brakes when pressing forward during reverse speed. - Reduce brake force multiplier again to 750.
4 Years Ago
Decrease brake force multiplier from 1100 to 900
4 Years Ago
Minor physics code edit
4 Years Ago
Fix top speed bugs with reverse gear
4 Years Ago
Merge from Main->Vehicles. Version upgrade to 2019.3.5f1
4 Years Ago
Added damage propagation between adjacent modules
4 Years Ago
Rearranged a couple of methods in preparation for future work
4 Years Ago
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4 Years Ago
Adjust seating eye position forward a little
4 Years Ago
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4 Years Ago
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4 Years Ago
Added support for reduced grip on icy ground
4 Years Ago
Rename VehicleTerrainDamage to VehicleTerrainHandler
4 Years Ago
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
4 Years Ago
Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
4 Years Ago
Magnet snap zone minor edits
4 Years Ago
Engines spawn in with some (generally low quality) internal items already in place.
4 Years Ago
Adjust initial condition of engine parts. Now 25-75% per spec.
4 Years Ago
Correctly refresh engine performance when internal items break
4 Years Ago
Match engine item tier to workbench level
4 Years Ago
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
4 Years Ago
Give higher tier engine parts a higher max condition
4 Years Ago
Adjust engine internal item damage calculation
4 Years Ago
Engine internal items now take damage along with the module itself
4 Years Ago
Test map vehicle edit
4 Years Ago
Road friction edit
4 Years Ago
Test map vehicle edit
4 Years Ago
Added functional Check Engine light. Some refactoring and performance improvement on engine code.