13,068 Commits over 2,769 Days - 0.20cph!
Have the bike to lean and balance appropriately when cornering (insert "not balanced for lean" joke here). Plus more tyre friction.
New PD controller style roll stabilisation, working rather well. + code formatting
Bike balancing experiment
Adjust car settings for two-wheeled operation
Use 'obj is IList' instead of the earlier, longer version
Remove all my temporary rowboat seat clip debugging. Hopefully rowboat dismounts are now solved
Clear list when using GetList in the pool
Add info on a collider name to the IsSeatClipping error
Fixed editor-only list check in Pool.Free
In editor only, throw an exception if Pool.GetList is going to return a list that isn't empty.
Bike stability experiments + materials
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
Merge SkinViewerBones -> main
Fixed ice chestplate looking too close now
Attach wearable skins that needs a skeleton to the new SkinViewer skeleton. No built-in skeleton needed
Remove globalDisableRigStripping. Add skeleton to SkinViewer prefab
Merge main -> SkinViewerBones
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
Skin picker mouse wheel scroll is now 3x as fast
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in
94124.
Subtract
93971. Seeing if we can do this another way.
Added error message if IsSeatClipping gets a list that already has items
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Some bike physics and visuals work
Added basic motorbike entity without sidecar
Merge RowboatDismountBug -> main
Check that the list we get really is empty when we get it, and report if it wasn't
Merge RowboatDismountBug -> main
Merge RowboatDismountBug -> main
Increase latestSeatClipSeemsFarAway threshold to 40m
One more missed collider list free
Fixed three cases where we got a pooled collider list and never freed it
Additional info for the SeatClipCheck error data that goes to Sentry. Plus filter out collisions that seem reasonably close to the rowboat, so we get less error reports for valid hits.
Have SkinViewer prefabs always use fresh instances, not preprocessed or pooled ones. Fixes some skins being invisible after warmup has run, due to the bone hierarchy being stripped on the pooled, warmed-up version that's loaded by default
Don't rebuild skeleton, since that method is editor only!
World and Detailed colliders, steering, RPC code gen, other basic setup
Keep SkeletonSkin scripts and rebuild them when the skin loads. Attempts to fix build-only bug where clothing skins no longer show up after connecting to a server and disconnecting again back to main menu.
Keep SkeletonSkin scripts and rebuild them when the skin loads. Attempts to fix build-only bug where clothing skins no longer show up after connecting to a server and disconnecting again back to main menu.
Small adjustment to axe and pick visual positioning on the item store abyss page. I didn't have time to position these perfectly the other day.
Bike is now mountable, some basic functions working