4,370 Commits over 1,308 Days - 0.14cph!
Basic cockpit cam that works, but no spring forces anymore. Car audio removed for now.
Chase cam super smooth now
Experimenting with no rigidbody on client
Vehicle smoothness experiments
Vehicle movement smoother/more accurate on client
Disabling some car camera code when not needed.
Fixed vehicle exit bug, and fixed issues with vehicle entry/exit in CLIENT+SERVER mode. Renamed my test map.
Commented a few debug logs that might get spammy
Doubled desired time buffer on interpolation from 20ms to 40ms.
Oops, didn't mean to commit to the main branch! Reverting...
Reduced potential size of input packets, while also increasing local input storage to handle latency >1s.
Fixed interaction text sometimes staying up aftering entering a vehicle
Some variable renaming only
Prevent cheating via input rate
Prevent cheating via input rate
Added differing message when trying to enter a vehicle that's already occupied
Fixed vehicle state not being set correctly when a player connects and another player is already in a vehicle.
Ignore damage to players in vehicles for this release. Note that impact blood FX still spawn since that's done by the bullet itself, whether or not it does actual damage.
Added client cheating to move at mega speed. Must remove this later!
Fixed inactive vehicles not becoming active when in CLIENT+SERVER mode, and made becoming active easier so things like quick collisions can trigger it.
Fixed inactive vehicles not becoming active when in CLIENT+SERVER mode, and made becoming active easier so things like quick collisions can trigger it.
Merge: Fixed inactive vehicles "bouncing"
Fixed inactive vehicles "bouncing"
Added driver/passenger support, and more seats to vehicles
Merging in latest changes.
Basic in-vehicle animation mode implemented. "Animation" is static right now
- Show player model in car again.
- Coupled move angle directly with look angle. No more moving sideways when they get out of sync.
Merge building and character updates
Reset FOV when aiming down sights and deselecting weapon, or when entering a vehicle
Simpler forced vehicle exit, since I found out I don't need to worry about the player object being destroyed on disconnect
Fixing double input events when entering vehicles that could sometimes dump you straight back out. Let's just not clear the input and deal with it.
Adding framework for vehicle exit when disconnecting. Not tested yet.
Got basic weapon firing and reloading working on proxys again. Might be a bit of the mess but the changes are pretty simple.
More lenient vehicle exit space check. Decided not to let the player exit vehicle in ANY situation, as it allowed parking up against a wall and exiting a vehicle as a pro strat to teleport to the other side.
Disabling animation on invisible players
Oops, removing my spammy debug print
Disabling player eye code when in vehicles.
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.
Fixed issues with vehicle going between active/inactive states
In-vehicle state changing work