userBill Bcancel

13,104 Commits over 2,800 Days - 0.20cph!

4 Years Ago
Satchel Charge was also on Continuous, switched to Continuous Dynamic. Added a little bit of code to avoid the "Kinematic body only supports Speculative Continuous collision detection" complaints when timed explosives go kinematic.
4 Years Ago
Change C4 to continuous dynamic collision. All other similar items already use that settings. Fixes it not attaching well to vehicles.
4 Years Ago
Bring back collider conditionals, since the compound collider bug resurfaced
4 Years Ago
Slight changes to car lift, just to see if the client builds will now realise it changed a few days ago
4 Years Ago
Engines now spawn in with no internal items
4 Years Ago
Armoured module icon face the right way
4 Years Ago
Pack a bit more into the secondary textures bundle as the main bundle was still perilously close to 4GB (3.96).
4 Years Ago
Change RollOffDriveForce from 99995 back to 99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
4 Years Ago
Shuffle texture bundles to bring the larger bundle under 4GB.
4 Years Ago
Extras from manifest rebuild
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Rebuild manifest
4 Years Ago
Hide all chassis items as well
4 Years Ago
Hide the generic base prefabs for chassis and for modules
4 Years Ago
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
4 Years Ago
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
4 Years Ago
Remove unused RealmedRemove entry on CarLift
4 Years Ago
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
4 Years Ago
Fix compile
4 Years Ago
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
4 Years Ago
Acceleration/top speed edits again
4 Years Ago
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
4 Years Ago
Tweak best acceleration curve
4 Years Ago
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
4 Years Ago
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
4 Years Ago
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
4 Years Ago
Revert the previous change in TriggerBase since it can remove entities during the loop
4 Years Ago
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
4 Years Ago
Bump network protocol for open vehicles testing
4 Years Ago
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
4 Years Ago
Edit car protection
4 Years Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
4 Years Ago
Slight increase to top speed calc
4 Years Ago
Editing mass and performance
4 Years Ago
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
4 Years Ago
Driving physics changes
4 Years Ago
▊▌▋▍▍█▇ ▊▉▉▆▄▉▉▄▉▌ ▉▅▋ ▌▌▅
4 Years Ago
▅▉▄▋█▉ ▌▅█▅▉▆▌▍▇▍ █▍▅▇▊▊▍▊▋▉ ▊▋▊ ▆▋▇▉
4 Years Ago
▊▆▇▉▄▋ █▊▇▌▋█▆█▊▇ ▄▆▅▍▉▇▋▆▊▍ ▋▅▇ ██▄▅
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Collision/interaction fixes for 1module_cockpit_with_engine
4 Years Ago
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
4 Years Ago
Minor adjustment
4 Years Ago
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
4 Years Ago
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
4 Years Ago
Adjust max speed calc
4 Years Ago
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
4 Years Ago
Tweak engine forces
4 Years Ago
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
4 Years Ago
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.