userIan Hendersoncancel
branchrust_reboot/main/travelling_vendorcancel

28 Commits over 30 Days - 0.04cph!

Fixed broken machine
Update manifest
Setup vendors own type of vending machine rather than using weapons one Vendor now grabs reference to its own machine Force machine on map update Code cleanup
Yesterday
Ensured travelling state and waiting state can move around seamlessly. Brakes state now dependent on travelling state
Yesterday
Vendor can now be stopped by a player gesture Used a state machine instead
Yesterday
Setup sell orders properly Add targetting system
2 Days Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
2 Days Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
2 Days Ago
Added steering deadzone to avoid over corrections
6 Days Ago
We travelling!
6 Days Ago
Add debug print outs for steering
6 Days Ago
Fixed issues with rigidbodies. Increased target throttle
6 Days Ago
Fixed Harry Potter car
6 Days Ago
Fixed vendor recreating itself
7 Days Ago
Add network time fix
7 Days Ago
Fixed is client checks
7 Days Ago
Fix dodgy rigidbody linls
8 Days Ago
Path invalid errors patched
8 Days Ago
Fixed vendor test scene
8 Days Ago
Merge main
16 Days Ago
Added console command to spawn vendor near road Wheel colliders rotated Collision detection moved to continuous
17 Days Ago
Travelling vendor can now be spawned via console command Seeks out first road to move to Acceleration added
17 Days Ago
Use a point destination as a target instead of just going forward
21 Days Ago
Missed pathing files
21 Days Ago
Ported over a bunch of pathing code from Bradley Swapped wheelbase to that of a Ford Transit :O
21 Days Ago
Added Ackermann steering to target
21 Days Ago
Swap to BaseEntity Added scene to scene loader Shock and tire animation swapped to clientside Cleaned up vendor scenes
21 Days Ago
Initial test scene and client and server script setup