branchrust_reboot/main/vehiclescancel
1,903 Commits over 2,191 Days - 0.04cph!
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.
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Reworked vehicle lighting
Some changes to conditionals
Fix up modules after merge
Merge from Vehicle VFX -> Vehicles
More engine internals work
Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
Test map edit + tweaks to grip settings
Refactor terrain quality states into objects (basically GoF State pattern)
Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
Merge back from CarPhysicsChanges>Vehicles
Fix ClientOnly GameObject positioning on modules