branchrust_reboot/main/snowmobilecancel
460 Commits over 334 Days - 0.06cph!
Refactor snowmobiles into prefab variants of a common base. Add storage to the Tomaha.
Rearrange snowmobile files
Tweak intertia tensor values
RetroSnowmobile set up, now driveable.
WIP other snowmobile setup. Colliders etc
Modify retro snowmobile collider mesh:
- Split into two parts and fill in the gaps so it can be convex.
- Limited dissolve to remove unnecessary verts + triangulate.
Move wheel friction from general car setting to per-wheel. Also spelling tyre the commonwealth way 🇬🇧
Added icons and items for the two snowmobiles
WIP all sorts of work on wheel ground FX and general wheel/FX/suspension/steering kind of code. Various refactoring to share code between modular cars and snowmobile. Won't run right now, but at least compiles.
Snowmobile WIP terrain data and FX. Update modular car terrain system to allow sharing code etc. New ScriptableObject VehiclePhysicMatList holds the physic (sic) material data.
Fix snowmobile seat prefab ID, adjust wheelcollider suspension, other WIP
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
Fix wheel calc on snowmobile too
Fixed modular car wheel method issues
Secret front wheels. Realmed remove setup.
Working on snowmobile physics
More snowmobile setup, MountMenuVisible code in BaseMountable, other bits and pieces
Set up snowmobile fuel and storage. Added a basic CanBeLooted check to BaseVehicle for vehicles to share. Other snowmobile setup. Set all seats to needsVehicleTick = false.
Fuel and storage sub-ents
More snowmobile WIP. Compiling now
WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
- Changed some more GetWorldVelocity calls into GetLoalVelocity, so they'll work if parented.
- Moved GetLocalVelocityServer and GetAngularVelocityServer rigidbody-based overrides into BaseVehicle, so we don't have to override with the same method for every new vehicle.
Rename ModularCarPhysics to CarPhysics
Snowmobile WIP code, protobuf setup etc
Manifest build, and prefab ID fix
Merge misc_improvements -> snowmobile
Merge MLRSUpdates and IntegrateVehicleSubEnts -> Snowmobile
Snowmobile detail colliders
Snowmobile wheel setup, and fix model direction