121,626 Commits over 4,048 Days - 1.25cph!
Spray direction is no longer affected by alt looking
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some extra changes/improvements and optimisations to the snowmobile
separated out the belt drive and baked it down into the tracks and now uv offsets with the tracks
merged the fuel gauge uv's and textures into the snowmobile uv's and textures now that the tracks and belt drive have been separated
saved on a bunch textures and materials, removed all unnecessary textures/materials
updated snowmobile prefab
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Little bit more scene stuff
Porting some ideas from my physics branch
Improvements, driving feeling pretty nice and smooth even at server tick rate
Basic stabiliser bars sim (anti-roll)
1.1 blend factor didn't save properly on some materials
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Fixed cliff/formation materials having all kinds of different shore wetness falloff settings, and instead made them all be consistent with the terrain settings
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Another driving physics experiment
Additional colliders for stair modules to make movement smoother
Created LODs and colliders for all new walkway modules
Prefab setup
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Added scientist cover to the arctic base
Added snow material variant for the scientist cover
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Fixing brick foundation walls drawing with 3m negative offset
More AI spawns and patrol data/setup.
Fixed a bug in AIMovePointPath for paths with repeated nodes.
AI patrol improvements.
Fixed free hand sprays getting incorrectly rejected on the server
WIP. Very basic, poor quality suspension sim in code
Removed wheel colliders, updated grounded check
Changed behaviour when over steep terrain
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More line verification
Improved VM responsiveness
Fixed sprays getting connected incorrectly if the player stopped and started too quickly in high latency
Fix spray can not working if the spray can is holstered mid-spray
Fix some visual issues when mid-spray with high latency