branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
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Refresh performance stats properly with engine inventory changes, and general code cleanup
Fixed code not getting run when on the lift, meaning engine icons didn't always show as locked when containing items
Increase push rotation force
Increase engine drive power a little
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
Highlight vehicle modules with the hammer in the same way that building components are highlighted
Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
Still some slight movement, so increase extra ticks to three
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
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Adjust top speed calculation
Disable the engine exhaust shimmer effect
Merge from Main->Vehicles.
Major merge conflict with ParticleSystemContainer where Jarryd and I had both made similar changes to stop it generally being slow and generating garbage. His version is safer as it doesn't "fix" existing prefabs using it but only ones that set a particular flag. Since there are almost 100 prefabs using it now, I've taken his safer option and enabled the new precached flag on my prefabs that use it.
setting up component wold models
Adjust item tier performance values
-Since brake force is always faster at stopping a vehicle than counter-to-speed-direction throttle force, use brakes when pressing forward during reverse speed.
- Reduce brake force multiplier again to 750.
Decrease brake force multiplier from 1100 to 900
Fix top speed bugs with reverse gear
Merge from Main->Vehicles. Version upgrade to 2019.3.5f1
Added damage propagation between adjacent modules
adding component world model
Rearranged a couple of methods in preparation for future work
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Adjust seating eye position forward a little
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Added support for reduced grip on icy ground
Rename VehicleTerrainDamage to VehicleTerrainHandler
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
Magnet snap zone minor edits
Engines spawn in with some (generally low quality) internal items already in place.
Adjust initial condition of engine parts. Now 25-75% per spec.
Correctly refresh engine performance when internal items break
Match engine item tier to workbench level
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
Give higher tier engine parts a higher max condition
Adjust engine internal item damage calculation
Engine internal items now take damage along with the module itself
Added functional Check Engine light. Some refactoring and performance improvement on engine code.