13,151 Commits over 2,830 Days - 0.19cph!
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
Update layer defines etc re WorldCollisionOnly layer
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
Remove all usages of Reflection layer, freeing it up
Decrease fuel tank module from 500L to 200L
DebugUtil method now handles rotated wireframe cubes
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
Adjust ball mass, bounciness
Don't add extra bounce boost to balls hitting other balls
Switch Ball collision from Discrete to Continuous Dynamic
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
Pragma warning disable, manifest
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
Steer 50% faster if shift key is held
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
Road signs on the test map
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Fix vehicles spinning out and sliding strangely:
- Reduced the potential deviation of the centre of mass
- Gave wheels additional sideways friction
- Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results
- Increased minimum vehicle mass, increasing engine power to compensate
Oops, actually replace the layer when asked
Script now allows replacing one layer with another when scanning a scene
Added support for finding layer use in scene, as well as in project
Wrote a script to find all GameObjects in project assets that use a specified layer. Editor window accessed via "Window/What Uses This/What Uses Layer..."
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
Merge from Main -> Vehicles
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.