userBill Bcancel

13,129 Commits over 2,800 Days - 0.20cph!

4 Years Ago
Allow assigning any type of renderer to the lightRenderer for vehicle lights
4 Years Ago
Now colour coding conditions by type in the editor UI
4 Years Ago
Physics adjustments
4 Years Ago
Give a little more push power for tipping vehicles over
4 Years Ago
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.
4 Years Ago
Fixed issues with collider and particle conditionals
4 Years Ago
Conditionals UI rename
4 Years Ago
Minor FX edit
4 Years Ago
Extra wheelspin for initial takeoff
4 Years Ago
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.
4 Years Ago
Reinstate map changes that got stomped in #48033
4 Years Ago
Physics work, wheel spin adjustments, FX work
4 Years Ago
Remove temp code
4 Years Ago
Set all pfx LOD culling to dynamic. Basic trail and spin fx now working on cars.
4 Years Ago
Reinstate effect emission overrides for front wheels
4 Years Ago
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.
4 Years Ago
Some changes to conditionals
4 Years Ago
Unfinished experiment with splitting conditional class definitions
4 Years Ago
Fix up modules after merge
4 Years Ago
Merge from Vehicle VFX -> Vehicles
4 Years Ago
More engine internals work
4 Years Ago
Engine item work
4 Years Ago
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.
4 Years Ago
Test map edit + tweaks to grip settings
4 Years Ago
Refactor terrain quality states into objects (basically GoF State pattern)
4 Years Ago
ProjectSettings fix
4 Years Ago
Move GroundQuality definitions, plus extras
4 Years Ago
Different grip levels for different terrain types
4 Years Ago
Manifest rebuild after merge.
4 Years Ago
Merge from Main -> Vehicles. Protocol++.
4 Years Ago
Merge back from CarPhysicsChanges>Vehicles
4 Years Ago
Friction and drive force edits
4 Years Ago
Minor text edit
4 Years Ago
Terrain, slight edits to audio class
4 Years Ago
Vehicle physics updates, support for modifying acceleration via force curve
4 Years Ago
Working on engine physics changes. Now able to set top speed, power curve. Still WIP
4 Years Ago
Another minor edit
4 Years Ago
Fix ClientOnly GameObject positioning on modules
4 Years Ago
Engine module internalsUI
4 Years Ago
Engine - hide unused slots
4 Years Ago
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4 Years Ago
Engine internals
4 Years Ago
Working on engine module loot. Fixed fuel tank module which seemed to have lost its storage.
4 Years Ago
Work on not allowing modules to be moved/removed while they have storage
4 Years Ago
Storage module UI edit
4 Years Ago
Use InvokeHandler instead of Unity invoke
4 Years Ago
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4 Years Ago
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4 Years Ago
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