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5 Commits over 0 Days - ∞cph!

17 Days Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
17 Days Ago
Merge from main
23 Days Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
28 Days Ago
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
28 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged