branchrust_reboot/main/snowmobilecancel
460 Commits over 334 Days - 0.06cph!
Fixed Tomaha rear light not lighting up when braking. Removed unused VehicleLights script.
Fixed modular car camper module rear lights being always on, and fixed some modular car taillights not lighting up when braking.
Subtracted
69268 (accidentally deleted bone setup), and brought back the separate SMLights model. Updated VehicleLight settings.
Added support for VehicleLight to have a different renderer material index per renderer - needed for generic snowmobile. Updated all existing VehicleLights to the new serialized fields.
Get snowmobile vehicle light scripts automatically
snowmobile update
separated front and rear lights into their own materials (not textures) so they can be lit independently
merged the lights to the main mesh so it's only 1 prefab instead of multiple.
hopefully not broken anything
VehicleLight script now support multiple renderers per script. Updated all VehicleLight users. Set up the generic snowmobile's new lights.
Merge GMLights -> Snowmobile
Fixed some car seats being incorrectly marked as first person with arms (prefab variants)
Fixed a bone position issue on legs mesh when not mounted
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera
Enabled arms view on workcart driver seat
Fix head mesh appearing incorrectly when looking straight down
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
Bump anims triggered more often, especially at low speeds
Higher threshold for bumping
At minimum strength, still weight the animation at at least 30%
Changed snowmobile bump animation to use layer opacity
Average the bump anim velocity values a little - compare the two most recent with the previous two
Allow bumps to play a little more often
New (better?) bump anim trigger code
Scrap the recent velocity array, use a single value instead
Only bump on velocity reductions
Improved PlayReactionAnim parameter code
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
added new params (forwardReaction and rightReaction) for driving, hooked up to reaction anim blendtree, removed reaction state and transition from sitting state
Disabled the bump anim code again until the new system is set up.
Re-enabled bump animation, no improvements to the code yet.
Fixed snowmobile water sloshing sound when initially spawned outside of player range
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
Updated RigidbodyInfo to work in the idiosyncratic PrefabAttribute way
Cleaned up ski suspension code duplication
Extra null check on GetIdealMountPoint
Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles. On the other hand, icebergs (which are quite snowy on top) which were considered ice are now considered snow.
SnowmobileDriverSeat, set mounted animation speed back to 1
Merge animationtime_swapseat_fix -> Snowmobile