branchrust_reboot/main/Bikescancel
455 Commits over 151 Days - 0.13cph!
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
Reduced pitch stab factor slightly
Was a little bit extreme. Made it 33% faster instead of 50%
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
rebuilt trike lods, flipped normals and duplicated on lod3 wheels, reskined, moved lod3 distance to 5% (was 10%)
trike wheels lod3 normal fix
Increased visual threshold for bike wheelspin FX
Added wheel slip skid sounds for bikes. Reusing modular car content - some of this code could be de-duplicated in the future, with more time available.
- Pedal bikes now use the horse stamina bar to visually show sprint remaining
- Send sprint info over the network again
- Rearranged the Rust HUD to be able to show vehicle health and stamina bar at the same time
- Horses now show their health in the HUD, mainly just so there isn't a hap in the stamina bars
Changed how the force on self from hurt triggers is calculated + code formatting
Halved hurt trigger NPC damage for bikes
Fixed anemic bike pushing force
Increase bike return lerp speed
Increased bike steer return speeds
Preserve old steering behaviour on older vehicles. Enable new retainLerpSpeed option only for bikes
Apart from water, don't play trail FX until a set minimum speed is reached
bike gear click fall off range tweak
Fix incorrect spatialization setting on pedal bike coasting gear clicks
Shrunk motorbike gibs to not overlap
Enabled gib destroy sound for Motorbike, Motorbike_Sidecar, PedalBike, PedalTrike, all modular car chassis, Tugboat, and Attack Helicopter
Manifest, fix missing content
Increased bike player death thresholds
Fix trike rear section not being in the LOD Group and therefore showing all LOD levels at once
Bigger colliders, don't clip into walls
Fixed bike spawn points at mining outpost, power substation, supermarket
Prevent bikes rolling far away after a player jumps off, add drag
Fixed several issues that were impacting motorbike spawns in monuments:
-Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes
-Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future
-Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats)
S2P junkyard, water treatment, airfield and trainyard
Fixed some things like the dive suit clipping in first-person view
Have bikes use half the usual amount of position interpolation, and send their steering etc update 10 times a second instead of 6.67 times. Reduces visible input delay
Max bike fuel gauge out at 100 instead of 500, like we do with helicopters.
Increased pedal bike sprint time from 4s to 5s
Adjusted pedal bike world collider
Tuned down and clamped crash ragdoll force