userBill Bcancel

13,151 Commits over 2,830 Days - 0.19cph!

4 Years Ago
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.
4 Years Ago
Update layer defines etc re WorldCollisionOnly layer
4 Years Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
4 Years Ago
Remove all usages of Reflection layer, freeing it up
4 Years Ago
Update comment only
4 Years Ago
Decrease fuel tank module from 500L to 200L
4 Years Ago
DebugUtil method now handles rotated wireframe cubes
4 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
4 Years Ago
Correct - to +
4 Years Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
4 Years Ago
Adjust ball mass, bounciness
4 Years Ago
Don't add extra bounce boost to balls hitting other balls
4 Years Ago
Switch Ball collision from Discrete to Continuous Dynamic
4 Years Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
4 Years Ago
Adjust ball forces again
4 Years Ago
Adjust ball forces ⚽
4 Years Ago
Pragma warning disable, manifest
4 Years Ago
Type `spawn ball.entity` to spawn ball
4 Years Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
4 Years Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
4 Years Ago
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.
4 Years Ago
Steer 50% faster if shift key is held
4 Years Ago
Actually speed up steering a little again
4 Years Ago
Slow down steering speed at higher car velocity
4 Years Ago
Minor fix
4 Years Ago
Increase low-speed engine power by a bit and overall engine power by a little
4 Years Ago
Merge in Continuous Speculative car physics
4 Years Ago
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.
4 Years Ago
Road signs on the test map
4 Years Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
4 Years Ago
Adjust engine power
4 Years Ago
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
4 Years Ago
Merge from Vehicles
4 Years Ago
Formatting
4 Years Ago
Oops, actually replace the layer when asked
4 Years Ago
Script now allows replacing one layer with another when scanning a scene
4 Years Ago
Remove accidental logs
4 Years Ago
Added support for finding layer use in scene, as well as in project
4 Years Ago
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..."
4 Years Ago
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
4 Years Ago
Code gen
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
4 Years Ago
Give Mount action a higher priority than Open
4 Years Ago
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
4 Years Ago
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
4 Years Ago
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
4 Years Ago
Increase default grip
4 Years Ago
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.
4 Years Ago