branchrust_reboot/main/vehiclescancel
1,823 Commits over 2,191 Days - 0.03cph!
Fixed filter for drag-dropping engine items into engine slots
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
Make sure the client updates chassis visuals at least once when they first see a vehicle
Engine loot panel UI changes, show stats differently
Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
damage sounds set up on pfx prefabs
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
Added note to recycler, comment only
Working on engine internal item stats
Better system for wheel-spin at low speeds, doesn't lower true friction
Merge from Main->Vehicles
Adjusting effect settings
Set up all exhaust effect code
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
set light materials, fixed dashboard rig
split dashboard material, fixed weird texture glitch
Allow specifying light material index to modify emission on
Allow assigning any type of renderer to the lightRenderer for vehicle lights
Now colour coding conditions by type in the editor UI
Give a little more push power for tipping vehicles over
Client now getting terrain type from the PhysicMaterial [sic], which has the benefit of already having a standard getting that also gets the material of non-terrain objects being driven on. Material is now per wheel, so for skid sounds I'm just using the left front wheel. Added road skid sounds back in. Removed TerrainTypeMonitor. Also adjusted ground grip.
setup LOD, added missing mesh to the modules LOD group
adding armored module LOD
Fixed issues with collider and particle conditionals
armored module condition/ collider
no IsOnRoad check when handling skid sounds for now
update tire surface sounds
add some surface specific skid sounds
fixed some condition and missing physics material on modules
armored module, merged mesh/material
re exported lift texture
Extra wheelspin for initial takeoff
Added option to LODComponentParticleSystem to NOT automatically play the particle FX when coming into range, and set all wheel trail/spin effects to playOnShow= false. Default is true so as not to affect other existing objects.
Reinstate map changes that got stomped in #
48033
Physics work, wheel spin adjustments, FX work
tweak driver position (seat and pedal positioning)
Set all pfx LOD culling to dynamic. Basic trail and spin fx now working on cars.
Reinstate effect emission overrides for front wheels
Initial work on supporting new VFX.
- Reverted SedanWheelSmoke to the version on Main and removed it from modular cars, now only used on the sedan again.
- Removed old water and dirt effects.
- Moved all tyre audio from SedanWheelSmoke to ModularCarAudio, some refactoring.
- Added tyre audio support for grass and snow.
- Refactored VehicleTerrainManager on the server side, renamed VehicleTerrainDamage. Data based on topology.
- Added TerrainTypeMonitor on the client side, keeps track on what sort of terrain the vehicle is on. Data based on splats.
- Hooked up all new tyre track and spin FX, but currently unused.
- Modified grip physics.
Reworked vehicle lighting
Some changes to conditionals