9,474 Commits over 1,858 Days - 0.21cph!
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
Adding support for the client to know about modules on the vehicle as well, so it can do things like vehicle turns on -> tell all modules -> engines play start sound (without having to sync that data via each individual module entity). Currently WIP and broken, so putting this in a branch.
Changes to audio as well, but they're relatively minor.
Adding support for the client to know about modules on the vehicle as well, so it can do things like vehicle turns on -> tell all modules -> engines play start sound (without having to sync that data via each individual module entity). Currently WIP and broken, so putting this in a branch.
Changes to audio as well, but they're relatively minor.
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
Any throttle input now starts the engine, not just forward
Any throttle input now starts the engine, not just forward
Minor driving physics changes
Minor driving physics changes
Fix driver inputs staying around after the driver got out
Fix driver inputs staying around after the driver got out
Vehicle audio work + fixing bad prefab IDs
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
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
Created sound definitions for basic car sounds
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Engine audio inspector params
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
- 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)
Allow faster vehicles to have better brakes (automatic multiplier)
When moving backwards and accelerating, actually accelerate instead of brake
When moving backwards and accelerating, actually accelerate instead of brake
Improved speed-based steer angle reduction. Better max speed calculation.
Improved speed-based steer angle reduction. Better max speed calculation.
Fake a lower centre of mass, less anti-roll needed, better handling
Fake a lower centre of mass, less anti-roll needed, better handling
Even more driving physics tweaks
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.
- 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)
Add some car audio files (originally from WiseGuys)
Good enough driving physics for now
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.
- 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
Move vehicle settings into a shared ScriptableObject
Merge new driving physics to Vehicles