13,129 Commits over 2,800 Days - 0.20cph!
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)
Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
Merge back from CarPhysicsChanges>Vehicles
Friction and drive force edits
Terrain, slight edits to audio class
Vehicle physics updates, support for modifying acceleration via force curve
Working on engine physics changes. Now able to set top speed, power curve. Still WIP
Fix ClientOnly GameObject positioning on modules
Engine module internalsUI
Engine - hide unused slots
Working on engine module loot. Fixed fuel tank module which seemed to have lost its storage.
Work on not allowing modules to be moved/removed while they have storage
Use InvokeHandler instead of Unity invoke
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