252,176 Commits over 3,990 Days - 2.63cph!
Having an extra subclass for the sidecar bike was a bad idea, because now the prefab variant can't automatically carry across the values when its parent is changed. Switch back to having only one Bikes class
Fixed incorrect procmap spawner prefab setup
Rewrote the bike PD controller code into a new PID version with a much more stable derivative. Now easier to keep the bike from oscillating. Adjusted all values
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Pedal trike: Fixed non-local clients still using the hand IK when holding items
Merge from bikes/spawning
Added an extra randomisation pass when selecting a spawn point
Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
Working on improving bike driving on roads and terrain
Adding motorbike spawn points:
3x in the hangars at airfield
1x on the side of the supermarket, near the pay phone
1x in satellite dishes near the shack
1x in the parking lot with the overhang in train yard
1x next to the foklift in the mining warehouse
2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains)
5x scattered around junkyard and 2x in the car park
1x next to the concrete wall of the big power sub station
No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
Rework bike and motorbike spawning
Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation
Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
Merge from traveling_vendor_cinematic_materials
Merge from traveling_vendor_cinematic_materials
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing"
- Adjusted all driving physics, changing collision mode seems to affect it quite a lot
Revert subtractions of bike merges from yesterday
Minor damage threshold tweaks
VR: revert back to using grip pose because it's closer to what we want
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
Disable the game_environment camera
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
Started HintPanel and added it to game Scene
positioned rightiside screen and keypad correctly
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
Revert "background bits"
This reverts commit 1460c3aa505dfeb8d23d795daeec2a41c12e38a7.
Revert "updated sprite animations"
This reverts commit 6cf514f8c0f500288b92bd852880f0e82b24bc85.
Move environment into prefab
lods, emissive on atlassed lods 3 and 4, trying to get lights working
raise cell 2nd layer model
Lower board pieces a little bit
Cells are created with random rotation
VR haptic bindings
VR: Use aim instead of grip pose for controller positions + update fpxr to 8839c8e
Merged Travelling Vendor -> Main
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
Remove PedalTrike kickstand