branchrust_reboot/main/travelling_vendorcancel
301 Commits over 91 Days - 0.14cph!
Setup map marker update on invokerepeating rather than FixedUpdate
Front blocker list now actually considered
Main patrons list swapped to dictionary
Further optimisations
Pooling used for other lists
Now checks list of hits instead
Pooled list
InvokeRepeating on obstacle update
Fixed weird merge issues
Fixed scene not being pushed
Merge main - that was a pain
Clean up player target code
Added an ignore list. Standard targetting methods use the list to cross reference new possible patrons
Now travels on roads supplied from new list
Created seperate lists for each category of road. Adjusted road layout and road ring to add to the new lists.
Merge main - fixed conflicts
Rigidbody and speed information now applied to wheels on the clientside
Fixed vendor not restarting properly after stopping
Initial work on stopping for bradders
Setup vehicle pusher in front of vendor - shunts cars away
Fixed collider issues on sentrys again
Fiannly got turrets working on vendor
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Vendor can now be stopped by a player gesture
Used a state machine instead
Setup sell orders properly
Add targetting system
Added vending machine. Setup custom sell orders. Disabled colliders on client.
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
Added steering deadzone to avoid over corrections
Add debug print outs for steering
Fixed issues with rigidbodies. Increased target throttle
Fixed vendor recreating itself
Fix dodgy rigidbody linls
Path invalid errors patched
Added console command to spawn vendor near road
Wheel colliders rotated
Collision detection moved to continuous
Travelling vendor can now be spawned via console command
Seeks out first road to move to
Acceleration added
Use a point destination as a target instead of just going forward
Ported over a bunch of pathing code from Bradley
Swapped wheelbase to that of a Ford Transit :O
Added Ackermann steering to target
Swap to BaseEntity
Added scene to scene loader
Shock and tire animation swapped to clientside
Cleaned up vendor scenes