13,104 Commits over 2,800 Days - 0.20cph!
Wording change on engine internals UI
Fixed filter for drag-dropping engine items into engine slots
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
Make sure the client updates chassis visuals at least once when they first see a vehicle
Engine loot panel UI changes, show stats differently
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Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
Added note to recycler, comment only
Working on engine internal item stats
Better system for wheel-spin at low speeds, doesn't lower true friction
Merge from Main->Vehicles
Adjusting effect settings
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Set up all exhaust effect code
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
Allow specifying light material index to modify emission on
Allow assigning any type of renderer to the lightRenderer for vehicle lights
Now colour coding conditions by type in the editor UI
Give a little more push power for tipping vehicles over
Client now getting terrain type from the PhysicMaterial [sic], which has the benefit of already having a standard getting that also gets the material of non-terrain objects being driven on. Material is now per wheel, so for skid sounds I'm just using the left front wheel. Added road skid sounds back in. Removed TerrainTypeMonitor. Also adjusted ground grip.
Fixed issues with collider and particle conditionals
Extra wheelspin for initial takeoff
Added option to LODComponentParticleSystem to NOT automatically play the particle FX when coming into range, and set all wheel trail/spin effects to playOnShow= false. Default is true so as not to affect other existing objects.
Reinstate map changes that got stomped in #
48033
Physics work, wheel spin adjustments, FX work
Set all pfx LOD culling to dynamic. Basic trail and spin fx now working on cars.
Reinstate effect emission overrides for front wheels
Initial work on supporting new VFX.
- Reverted SedanWheelSmoke to the version on Main and removed it from modular cars, now only used on the sedan again.
- Removed old water and dirt effects.
- Moved all tyre audio from SedanWheelSmoke to ModularCarAudio, some refactoring.
- Added tyre audio support for grass and snow.
- Refactored VehicleTerrainManager on the server side, renamed VehicleTerrainDamage. Data based on topology.
- Added TerrainTypeMonitor on the client side, keeps track on what sort of terrain the vehicle is on. Data based on splats.
- Hooked up all new tyre track and spin FX, but currently unused.
- Modified grip physics.
Some changes to conditionals
Unfinished experiment with splitting conditional class definitions
Fix up modules after merge
Merge from Vehicle VFX -> Vehicles
More engine internals work
Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
Test map edit + tweaks to grip settings
Refactor terrain quality states into objects (basically GoF State pattern)