1,550 Commits over 214 Days - 0.30cph!
Don't simulate wheels if we don't own the car for now - this isn't good behavior, we should be simulating it properly
Don't have the host do this, doesnt work that way
Fixed parenting not working on non-host client
Dont need change event at all here
Fixed bad RPC logic in VehicleSeat
Better networking for player seat assignment
Ask the host to enter/leave cars
Use zone color alpha for the gizmo
Basic water shader, will improve in a bit
Add foam, make ocean shader look vaguely like water
Disable vertex anim for now
Capture point will animate when contested / capturing, and show team occupant count under the marker
Add vehicle spawner which respawns a vehicle immediately when it gets destroyed
Make these two windmills static otherwise they fall through the map
Add another lane to the airfield
Apply surface friction to wheels
Dirt road surface, more friction than grass etc
Add a second jeep on the other side of the map for testing
Network jeep
Ownership only necessary for driver
Work on custom capture point marker, fixed team not being set
Add reset capture points rule
Support angles for minimap volumes
Tighten steering and suspension up slightly again, I went overboard
Make VehicleInputState a reference type
If the vehicle has no driver then reset input state
Rotate wheels individually
Tweak suspension, give wheels render models (looks bit shit right now)
Slap IsProxy where it makes sense to do so
Inherit velocity from vehicle when getting out
Don't draw crosshair if you're in a car
Use local eye rotation when in a vehicle
Wheels ignore player
Make suspension less stiff
VehicleInputState.CreateFromLocal()
More handling adjustments, try to match bf4
Boost key
Make accel/braking rate properties, jeep accelerates faster but has slower top speed
Proportional friction force, prevents wobbling
Remove force gizmos
Tweak handling
Reversing
Wheel gizmo
Adjust and balance wheels
Add steering, jeep drives properly
Get rid of material override on the jeep
Remove minimap overlay tint for now
Add ticket draining based on occupied capture points, can configure drain frequency, drain amount per point
Re-rendered minimap, given minimap volume and label to cap points
Added capture point component, prefab with variables
Added TicketBasedScoring, InitialScore to TeamScoring, Conquest gamemode prefab
For now just equip the first weapon when leaving a seat
Don't play footsteps if the player is parented to something - maybe not the best behavior but it works for now
Move the player up 100 units, with note of implementing exit points later
Split out player vehicle stuff into its own file