branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

6 Years Ago
Any throttle input now starts the engine, not just forward
6 Years Ago
Minor driving physics changes
6 Years Ago
Fix driver inputs staying around after the driver got out
6 Years Ago
Vehicle audio work + fixing bad prefab IDs
6 Years Ago
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
6 Years Ago
Very basic sound script
6 Years Ago
Created sound definitions for basic car sounds
6 Years Ago
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6 Years Ago
Engine audio inspector params
6 Years Ago
- Modular car engines now turn on/off, with startup time (client synced) - Fuel is now actually needed. Adding 100 low grade by default in editor for easy testing - Added engine waterlogging - Removed handbrake, it sucked
6 Years Ago
Allow faster vehicles to have better brakes (automatic multiplier)
6 Years Ago
When moving backwards and accelerating, actually accelerate instead of brake
6 Years Ago
Improved speed-based steer angle reduction. Better max speed calculation.
6 Years Ago
Fake a lower centre of mass, less anti-roll needed, better handling
6 Years Ago
Even more driving physics tweaks
6 Years Ago
- Fixed wheel visual glitching when entering water etc by providing the right layer mask. - Properly added the wheel smoke FX from the sedan. - Some driving physics tweaks. - Added handbrake, although it's really just a fancy version of the brakes.
6 Years Ago
Add some car audio files (originally from WiseGuys)
6 Years Ago
Good enough driving physics for now
6 Years Ago
- Various general work on getting vehicles of all sorts to drive nicely. - Don't show health on chassis/modules. - Added several test vehicle to my test map.
6 Years Ago
Adjust engine kW values
6 Years Ago
Move vehicle settings into a shared ScriptableObject
6 Years Ago
Merge new driving physics to Vehicles
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Minor cleanup only
6 Years Ago
True support for multiple drivers at once. Multi-driver drifting? Inputs are combined in a way where they won't cancel each other out.
6 Years Ago
Remove vehicle settings that are currently unused
6 Years Ago
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
6 Years Ago
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
6 Years Ago
Fix client/server define
6 Years Ago
Line endings only
6 Years Ago
Adjust COM
6 Years Ago
Adjust module weights some more
6 Years Ago
Adjust module weights
6 Years Ago
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6 Years Ago
Fix drive wheel visuals bug on the client when there was no driver. Moving a couple of things.
6 Years Ago
Fix some issues with init order
6 Years Ago
Show true drive wheel RPM on the client
6 Years Ago
Fix old infinite HasDriver loop in BaseVehicle
6 Years Ago
Wheel physics work + refactoring/cleanup
6 Years Ago
Adjust wheel collider setup
6 Years Ago
Add brake inputs, refactor throttle input
6 Years Ago
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
6 Years Ago
Properly solved mounting seats via sub-module; no more InteractionAreaBox hack
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Adjust brackets only
6 Years Ago
Check wheelSmoke for null - Update is called a few times before init methods are
6 Years Ago
Test map update
6 Years Ago
Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
6 Years Ago
Fix #if SERVER enclosing load method
6 Years Ago
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