Multiple other smaller fixes and improvements.Removed freeze options from the VehicleController since they are no longer needed due to WC3D changes.Deadzone should be set through the InputSystem/InputManager/Rewired/etc. Removed deadzone settings from Input tab.VehicleModule and VehicleComponent are now using the same NUI drawer.Fixed Blinker and Horn SetDefaults assigning wrong clips.Launch the Thrustmaster firmware updater (Start / All Programs / Thrustmaster / TH8A or TH8 RS / Firmware Updater). Please note that at this stage, Windows will not detect the shifter in the Game Controllers panel: this is completely normal. Added scale warnings to VehicleController and WheelController due to large number of related support requests. As soon as the USB cable is connected, you can release the button.Minimized property serialization to improve inspector performance and reduce serialization overhead.(Re)Added welcome message popup on asset import.Fixed transmission rev matching issues.Fixed snap oversteer issues under braking.These used reflection and were never intended for production use. Removed ShowInTelemetry and ShowInSettings attributes.Cleaned up SoundManager and EffectsManager, as well as SoundComponents.Modules are now drawn inside their respective wrappers instead of the VehicleController.CharacterVehicleChanger now has an option to start in vehicle, which is now the default for the demo.CharacterVehicleChanger and VehicleChanger have been integrated into a single script.WheelComponent now accepts IWheelUAPI instead of WheelController, meaning custom wheel implementations are supported, as well as the WheelCollider through the provided WheelColliderUAPI script.It is now recommended to use Time.fixedDeltaTime of 0.01 instead of the sub-stepping that was provided by NRigidbody. Physical properties moved to VariableCenterOfMass script (optional). New inspector layout with tabs to reduce inspector height.Implemented IWheelUAPI to avoid switching between WheelController and WheelCollider seamlessly. Cleaned up the API and removed redundant properties.This solves the issue with vehicles bouncing back after a fall. Changed the suspension bottoming out mechanism.Raycasting is no longer used and layer setup no longer required. FlipOverModule rewrite to use coroutines.ARB now works only when both wheels are on the ground.Added friction coefficients to the IWheelUAPI, added IsVisualOnly instead of SetMultiplayerIsRemote().Not properly tested since I could not repro. Fixed wheel getting stuck in air in compressed state while using native collider.Improvements to the vehicle behaviour when using 50Hz physics update (dt = 0.02).“Force100HzPhysicsUpdate” has been removed and an info message added instead.Fixed surface detection when multiple objects hit.Improvements to the low speed behaviour.Fixed EV engine not spinning down to 0 RPM.EngineRunningComponent basePitch was removed and the pitch now starts from 0 0 RPM.Moved VehicleSetupWizard to a separate assembly to be able to dereference WC3D inside VehiclePhysics2 assembly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |