branchrust_reboot/main/Bikescancel
455 Commits over 151 Days - 0.13cph!
Fixed bikes drifting slowly when idle and awake
Fixed sidecar wheel visual trouble
Added support for particle system containers that contain lights that use LightEx scripts. Fixed motorbike damage light always showing
Fixed sidecar collider trouble
Fixed getting clip-check dismounted from bikes when scraping against walls
Moved bike driver eye pos forward, avoid clipping with clothing
Halve the collision impulse Y
Force one update tick on initial load to get suspension distance etc right, even if it's asleep. Fixes "hovering" bikes
Adjusted damage, hurt triggers, forces
Tuned all bike and rider damage thresholds
Pedal bikes slightly slower
Cyclist stands up automatically when going slow up steep slopes
Manifest, add missing IDs
Passenger seat radius edit
Fixed bikes complaining about kinematic bodies while being shredded.
Junkyard shredder no longer allows vehicles to enter from the side. Junkyard S2P.
Added ability to allow a little bit of lerped roll for the bike driver, but it seems a bit nausea-inducing again, so I've disabled it for now
Bicycles now have a bell sound that can be dinged with Fire1
Let cl_steps minimum be 16, mainly for easier listen server physics testing
Reduced bicycle sprint time a little. Reduce bike brake power a bit (all bikes). Increase trike max steer at high speed.
Hooked up motorbike damage FX and instrument lights
Motorbike pitch stability edit
Collision FX.
Color space fix on med explosion texture. (Unrelated)
Damage effects for motorbikes.
Road FX tweaks.
Milder throttle exhaust.
Will get more pronounced with damage.
Added damage masks for the pedal bikes
All bikes feeling decent to drive, no more speed wobbles. Tweaked various other parameters also.
Increased pitch stability val
Fixed team UI and some first person spectate NRE's while spectating a player in a demo
Lowered the explosion force multiplier on all bikes to 40 (was 400)
Allow elevators to send their request signal even if they are blocked by vehicles, this allows the elevator to at least be able to open and close the door if it is blocked by a vehicle
Merge DrivingImprovement -> Bikes
Fixed incorrect procmap spawner prefab setup
Merge from bikes/spawning
- 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
Minor damage threshold tweaks
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
One weird trick to improve bike jitter (lock z rotation) + additional tweaks