branchrust_reboot/main/UWSkidoocancel
60 Commits over 1,004 Days - 0.00cph!
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
exported wip on DPV 3rd person animations
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
set mount pose to sit _DPV on DPV deployed prefab
re-enabling animation speeds for DPV
Protobuf gen etc post-merge
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
improved visuals of the glass on the DPV
altered texture and materials
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
watersystem handles casts made from underwater properly
- no false positives when slightly underwater
- able to get a positive result when looking at the surface from underwater
added simple pid implementation for controlling orientation when steering - needs more tuning
Fix stable buoyancy that I broke in
98860, revert some flag changes
Force DPV lights off if player dismounts
Client tick now only runs while DPV is on or moving
Don't show health info on the DPV if player is mounted
Added decay to the DPV, same settings and convars as submarines
Fix my timeSinceLastUsed not starting at zero
Added auto-surfacing to the DPV - floats to the surface if unused for 10 minutes. Also don't allow up/down input if engine is off
rolling/pitching with controls
disabled animation on dpv
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
DPV changes
- toggled world collider to represent horizontal character better
- drift stabilizing force scales against engine power
- some cosmetics toggle with flags
correct protobuf entity name - no serialized data yet, so keeping the same field id
▌▆▄▉▊ ▍█▌▆ ▇▆▋▄█▍▅▆▄▊ ▇▋▋▅▄▇▇▇▉ (█▋▉ ▌▇▄▌▋ ▊▄ ▌▆▊ ██▉▍▌▌▉▍ ▆▉█▌ ▍▌▅▄▄▆▆ ▉▍▇▉▌█)
- underwater particle effect systems
- maintaining neutral buoyancy and stability forces when body is not sleeping
removed unecessary gc alloc in construction socket tests
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables
- properly using water level for driving the physics
- added protobuf definition
- fuel display
- simple audio
- changed mount pose
Increase DPV max mount distance to account for the very silly mount position (required due to mount pose)
▄▇▆ ▆▌ ▇▆▉ ▆▊▄▄▆▄ ▍▍▋▊ ▄▉ ▆▄█▊ ▊▄ ▆▅█▌▋▄▄▌█ ▇ ▌▆▋▋▄▅▅▇▆▅ ▄▍▆▋▌▌▇ ▇▋▄ ▍▉▉▌▅▅▄-█▌▍▍█▉▊▄▉ ▌▆█, ▄▌▅█▉▍▇ ▌▋ ▍▌▋▊▄█ █▇▊▍▉ ▍▅▋ █▇▅▊▇ ▊▊▆ ▍▄▌▋▅▋▅ ▄▌ ▌▆▆█▍
Changed colour of deploy volume gizmo to purple so it's not the same as the colour for entity bounds
always applying stability/righting forces when mounted, rather than needing fuel
DPV Work
- able to submerge and resurface like a sub
- steerable, with some artifical damping when turning to improve the feel
- simple headlight setup
- simple ik hand targets
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
- DPV is now a deployable
- Added a basic DPV script that inherits from BaseMountable, currently does nothing
- DPV models now face Z forward
- Added DPV fuel storage entity, not yet functional
- Test map edit for DPV dev
Fixed buoyancy "save point data" not working if the points only moved, but didn't change