branchrust_reboot/main/DPVcancel
35 Commits over 31 Days - 0.05cph!
Removed use of noEarlyExit parameter, as it's been removed in the world update branch
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
Undo meta guid changes on wallpaper textures from previous merges
Fixed DPV trouble in moon pools pretty well
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
Gave DPV a little more power, felt slow on real-sized maps
Fixed characterWorldCollider being enabled on the DPV on initial spawn. Removed unnecessary double-up inertiaTensor code.
Fixed DPV jitter after mount -> dismount cycle. Manually set inertia tensor - turning the character collider on and off was drastically changing it, causing the bad behaviour
Reduced base DPV buoyancy
Bubble in-motion fixes.
Work prefab cleanup.
Adjusted screen albedo texture for better contrast in different lighting conditions.
Removed gibbable script on DPV world model
added dpv gibs, added to prefabs, working on deployed but not w_ at the moment
Reduced DPV fuel capacity to 100, removed exponential fuel display scaling
Underwater shimmer mat tweaks.
Underwater FX.
Saved buncha VRAM on our bubble mat.
reduced max placement distance on DPV
- ran socket rename
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
- Don't allow mounting the DPV in shallow water
- Dismount player if water becomes too shallow
- Removed unused waterlogged check
Added fixcars convar support to the DPV