branchrust_reboot/main/travelling_vendorcancel
301 Commits over 91 Days - 0.14cph!
Added buttons to Vehicle Light to allow them to be toggled in editor
Removed unused RendererLOD
Added null check on IsPositionClear - should prevent NRE's
set up left indicator - functions great other than going black when off. right indicator not working yet
applied brake material colour changing across lods
better brake light and tail light colours
better tail lights especially on lods
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
lods, emissive on atlassed lods 3 and 4, trying to get lights working
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
Enable waiting again - oops!
Clear material properties block before setting colour
Fixed wheel colliders having a slight gap with the ground
Cleanup and missing files
Travelling Vendor~
- Swapped steering over to PID controller
- Fixed wobbly wheels
- Added proper lerping to clientside wheel visuals
- Removed steering deadzone logic
- Changed wheel grip values so it can climb hills
moved turret bracket to correct position
Set some colliders to triggers
Travelling Vendor ~
- Increased Torque
- Simplified and improved pullover mechanics, as well as alignment
- Put max speed system in
- Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts
- FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly
- Fixed issues with handling at high speeds
- Fixed brake problems
- Vehicle push/ player push now only enabled when in movement|
- Fixed bugs stopping vendor from stopping when players are nearby
- Fixed brake lights
Reduced distance to kirb
Clear hits list in between
Max speed
Removed Rigidbody interpolation
Fixed steering deadzone issues
Fixed missing bracket on turrets
Prefab update
Attempt to fix the stuttering
Reverted ackermann steering to a simple angle based steering system. Works better in most cases
Default colliders now checked to ensure they arent a child of the vendor
Removed non convex colliders
Merge from dynamic_vendor_pricing
I've made it worse but the lights are using the correct UV on the glass now. Petur please save the day
Optimized probably 20-30 mb out of the texture sizes. Should look about the same. Fix if weird/noticable changes spotted.
Applied Matt's blinker fix.
Improved wheel traction
Default physics layer checks on roadside (Should pickup those roadsigns)
tweaked colour on light mat
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
Prevent NPCVendorTurrets from corrupting saves again