in0finite
|
d31a39b6b4
|
display num of spawned network objects in Net stats
|
2020-07-05 13:50:22 +02:00 |
|
in0finite
|
e959d1c483
|
don't log error if frame is not child of vehicle, because some vehicles have multiple frames with the same name, and this causes error only on client, but not on server
|
2020-07-05 13:42:50 +02:00 |
|
in0finite
|
e649d483d2
|
safety check
|
2020-07-04 20:34:17 +02:00 |
|
in0finite
|
942453a2a4
|
check if frame is already detached before detaching it - this also fixes a bug on client when he was trying to detach already detached frame
|
2020-07-04 20:12:01 +02:00 |
|
in0finite
|
9c63b25d38
|
log error if frame is not child of vehicle
|
2020-07-04 19:11:39 +02:00 |
|
in0finite
|
96b0ac1f33
|
disable cooking options on MeshCollider
|
2020-07-04 19:11:09 +02:00 |
|
in0finite
|
e47d8d0adf
|
explosion is synced
|
2020-07-04 18:52:23 +02:00 |
|
in0finite
|
24e1e7c27b
|
remove unused code
|
2020-07-02 01:02:43 +02:00 |
|
in0finite
|
f82315f3ad
|
rigid body sync works
|
2020-07-02 00:59:17 +02:00 |
|
in0finite
|
798dfd55ed
|
...
|
2020-07-01 23:36:49 +02:00 |
|
in0finite
|
a7fe0c7ef6
|
add safety check
|
2020-07-01 23:36:34 +02:00 |
|
in0finite
|
41e5223fc7
|
detached vehicle parts should be synced
|
2020-07-01 23:36:01 +02:00 |
|
in0finite
|
fbd23c0cce
|
create NetworkRigidBody script
|
2020-07-01 23:32:40 +02:00 |
|
in0finite
|
6725e3ce57
|
do some logic only on server
|
2020-07-01 19:36:39 +02:00 |
|
in0finite
|
96829ef506
|
sync vehicle's health
|
2020-07-01 19:31:06 +02:00 |
|
in0finite
|
2e0108d662
|
cleanup code
|
2020-07-01 19:25:59 +02:00 |
|
in0finite
|
395bcdcf4b
|
add some commented code related to petrolcap
|
2020-07-01 18:53:15 +02:00 |
|
in0finite
|
115821f2da
|
add hit point and hit normal to DamageInfo class
|
2020-07-01 18:52:35 +02:00 |
|
in0finite
|
d6c79434a4
|
cache petrolcap transform
|
2020-06-29 21:57:44 +02:00 |
|
in0finite
|
ec43361325
|
play explosion sound
|
2020-06-29 19:08:04 +02:00 |
|
in0finite
|
99c1cf8ecc
|
ped can not be damaged by explosion while he is in vehicle
|
2020-06-29 17:50:33 +02:00 |
|
in0finite
|
e5c6144706
|
ped damage handling is done by State classes
|
2020-06-29 17:12:48 +02:00 |
|
in0finite
|
9734b6f515
|
damage type can be specified when damaging object
|
2020-06-29 17:11:29 +02:00 |
|
in0finite
|
363ec0dd0e
|
remove unused variable
|
2020-06-28 23:57:09 +02:00 |
|
in0finite
|
b8051fe2d9
|
don't use collider's transform position when checking for distance
|
2020-06-28 23:56:20 +02:00 |
|
in0finite
|
7da990e105
|
use bounds center if ClosestPoint() function does not work
|
2020-06-28 20:38:23 +02:00 |
|
in0finite
|
47c44355ba
|
replace ExplosionPhysicsForce script from Standard Assets with custom script
|
2020-06-28 20:32:30 +02:00 |
|
in0finite
|
f865dd0051
|
vehicle's max health is calculated as power function of mass
|
2020-06-28 16:44:32 +02:00 |
|
in0finite
|
bfdb8a5ba0
|
use curve for adjusting damage over distance
|
2020-06-28 16:35:35 +02:00 |
|
in0finite
|
ba4e10bb3a
|
explosion damage amount is a power function
|
2020-06-27 22:50:50 +02:00 |
|
in0finite
|
bc605534e6
|
draw gizmos sphere indicating explosion damage radius
|
2020-06-27 22:40:51 +02:00 |
|
in0finite
|
ba1ebf4213
|
don't try to damage ped if his health is <= 0
|
2020-06-27 22:12:22 +02:00 |
|
in0finite
|
16bd731403
|
ped can be damaged by explosion
|
2020-06-27 22:00:10 +02:00 |
|
in0finite
|
9d18c2ec55
|
inflict damage based on distance to closest point on all colliders
|
2020-06-27 21:55:04 +02:00 |
|
in0finite
|
b6b2037e97
|
explosion strength and upward modifier are proportional to squared root of vehicle's mass
|
2020-06-22 03:05:42 +02:00 |
|
in0finite
|
8871702e5b
|
make some parameters configurable
|
2020-06-21 23:35:39 +02:00 |
|
in0finite
|
9678faa18a
|
inflict damage to nearby objects
|
2020-06-21 18:21:15 +02:00 |
|
in0finite
|
b2af2ade90
|
add stats about vehicle's damage
|
2020-06-21 16:35:39 +02:00 |
|
in0finite
|
4b6223a025
|
change some params
|
2020-06-21 16:20:16 +02:00 |
|
in0finite
|
2e02d0dab2
|
modify strength of explosion based on vehicle mass
|
2020-06-21 15:43:19 +02:00 |
|
in0finite
|
44fe30d8df
|
don't apply explosion force 2 times
|
2020-06-21 15:33:19 +02:00 |
|
in0finite
|
aaf9af8c3f
|
destroy explosion when particle systems finish
|
2020-06-21 14:56:21 +02:00 |
|
in0finite
|
07d802ce8f
|
add explosion VFX and explosion physics force
|
2020-06-21 14:15:20 +02:00 |
|
in0finite
|
c56dad1950
|
flame VFX done
|
2020-06-21 01:24:19 +02:00 |
|
in0finite
|
ea6e45b593
|
smoke VFX done
|
2020-06-21 00:33:55 +02:00 |
|
in0finite
|
d98643e70c
|
explode exception-safe
|
2020-06-20 20:17:22 +02:00 |
|
in0finite
|
d4078d250e
|
cleanup
|
2020-06-20 20:15:29 +02:00 |
|
in0finite
|
775af9f9cb
|
apply different force amount on chassis
|
2020-06-20 19:56:55 +02:00 |
|
in0finite
|
b0cde397be
|
randomize lifetime of detached parts
|
2020-06-20 18:06:24 +02:00 |
|
in0finite
|
bfb15e4c9c
|
chassis have realistic mass
|
2020-06-20 18:05:12 +02:00 |
|