branchrust_reboot/main/vehiclescancel

1,823 Commits over 2,191 Days - 0.03cph!

6 Years Ago
Fixed filter for drag-dropping engine items into engine slots
6 Years Ago
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.
6 Years Ago
Make sure the client updates chassis visuals at least once when they first see a vehicle
6 Years Ago
Engine loot panel UI changes, show stats differently
6 Years Ago
Simplify engine stats UI
6 Years Ago
Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
6 Years Ago
damage sounds set up on pfx prefabs
6 Years Ago
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
6 Years Ago
Added note to recycler, comment only
6 Years Ago
Working on engine internal item stats
6 Years Ago
Better system for wheel-spin at low speeds, doesn't lower true friction
6 Years Ago
Merge from Main->Vehicles
6 Years Ago
Adjusting effect settings
6 Years Ago
Set up all exhaust effect code
6 Years Ago
Increase push flip force
6 Years Ago
Compile fix
6 Years Ago
- 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.
6 Years Ago
set light materials, fixed dashboard rig
6 Years Ago
split dashboard material, fixed weird texture glitch
6 Years Ago
Allow specifying light material index to modify emission on
6 Years Ago
Fix broken headlights
6 Years Ago
Allow assigning any type of renderer to the lightRenderer for vehicle lights
6 Years Ago
Now colour coding conditions by type in the editor UI
6 Years Ago
Physics adjustments
6 Years Ago
Give a little more push power for tipping vehicles over
6 Years Ago
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.
6 Years Ago
setup LOD, added missing mesh to the modules LOD group
6 Years Ago
adding armored module LOD
6 Years Ago
Fixed issues with collider and particle conditionals
6 Years Ago
Conditionals UI rename
6 Years Ago
armored module condition/ collider
6 Years Ago
compile fix
6 Years Ago
no IsOnRoad check when handling skid sounds for now
6 Years Ago
update tire surface sounds add some surface specific skid sounds
6 Years Ago
fixed some condition and missing physics material on modules
6 Years Ago
armored module, merged mesh/material re exported lift texture
6 Years Ago
Minor FX edit
6 Years Ago
Extra wheelspin for initial takeoff
6 Years Ago
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.
6 Years Ago
Reinstate map changes that got stomped in #48033
6 Years Ago
Physics work, wheel spin adjustments, FX work
6 Years Ago
Remove temp code
6 Years Ago
fix dashboard
6 Years Ago
tweak driver position (seat and pedal positioning)
6 Years Ago
WIP armored module
6 Years Ago
Set all pfx LOD culling to dynamic. Basic trail and spin fx now working on cars.
6 Years Ago
Reinstate effect emission overrides for front wheels
6 Years Ago
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.
6 Years Ago
Reworked vehicle lighting
6 Years Ago
Some changes to conditionals