8,731 Commits over 1,705 Days - 0.21cph!
Merge MagnetCraneUpdates -> Main
Fixed magnet crane steering the wrong way when reversing
Adjusted driving feel, trying to mostly match old behaviour
Merge Main -> MagnetCraneUpdates
Merge Buoyancy_fix2 -> Main
Added buoyancy wake code to BaseSubmarine and to WaterInflatable. Removed buoyancy wake code from WakeUp method.
Fixed accidental BaseCombatEntity debug log commit
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
Magnet crane audio now stops running when the crane is inactive
Magnet crane exhaust goes more when the player is using movement controls
Magnet crane stability work. Less wobbly/floaty feeling.
Prevent magnet crane magnet from getting close enough to the driver to hurt them (modified the animator to only let it move 90% of the way to minimum)
Merge Main -> MagnetCraneUpdates
Tidied up flags, removed unused methods. Steering edit.
Merge MCUpdatePhysics2-> MagnetCraneUpdates
Magnet Crane can no longer drive underwater
Magnet crane physics overhaul. Now uses the CarPhysics class. CarPhysics now supports "tank controls".
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Return to old wheelcollider settings for now
Fixed magnet crane not turning off when driver exits (another regression)
Fixed magnet crane audio (was broken in this branch)
Reset engine/brake/mass to old values
Merge MagnetCraneUpdates -> MCUpdatePhysics
Merge Main -> MagnetCraneUpdates
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
Renamed magnet crane treads (were "threads") and some collider gameobjects.
Added ability for magnet crane to both turn and drive forward/back at the same time (can still spin on the spot if turning without any throttle input)
Initial work on magnet crane wheel colliders and driving physics
Adjusted magnet crane colliders. Removing all VehicleWorld colliders on the client.
Fixed magnet crane mounted driver not syncing up visually with the crane itself when rotating the cabin (yaw controls)
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
- Fixed magnet crane arm movement speed being affected by physics delta.
- Fixed magnet crane arm movement speed also being affected by dropped physics frames when exceeding maximumDeltaTime (capped to avoid massive moves if the server stalls).
Reordered player animator back to the old gesture order - fixes broken gestures from recent merge.
Updated index for LayerPlayerGesturesUpperBody and LayerGestures to the new order. Now using a constant instead of a GetLayerIndex for LayerReactions to match the existing style.
Subtract
68861, flag is needed
Only do Update ticks when the magnet crane is in use or moving
Removed unused magnet on/off flag
Merge Main -> MagnetCraneUpdates
Fixed server compile - unused variable
Okay, actually one more final edit
One final bump animation edit