Commit graph

1468 commits

Author SHA1 Message Date
yuni 116cc4933c bump bevy version to 0.13.1 2024-03-30 19:14:01 +01:00
yuni d1a8c536eb Merge branch 'physics' 2024-03-30 19:00:09 +01:00
yuni d073eb067c fix engine thruster direction 2024-03-30 18:58:45 +01:00
yuni 15781d2175 fix flicker when toggling 3rd person camera 2024-03-30 18:57:46 +01:00
yuni 3472be43b0 spawn the player a bit outside the vehicle 2024-03-30 18:54:29 +01:00
yuni 80aed73264 will this help with vehicle exiting? still seems random... 2024-03-30 18:51:21 +01:00
yuni 26b974ea16 better camera jitter avoidance
as described here: https://docs.rs/bevy_xpbd_3d/latest/bevy_xpbd_3d/index.html#why-does-my-camera-following-jitter
2024-03-30 18:50:53 +01:00
yuni ce8f4666c5 trying to fix player "teleportation" on vehicle exiting... 2024-03-30 18:48:33 +01:00
yuni 962f73f522 stop physics simulation of original model when entering vehicle 2024-03-30 18:05:22 +01:00
yuni b590c4de44 fix collision sfx while in vehicles 2024-03-30 18:04:57 +01:00
yuni af2f43b9f9 fix hud speed display 2024-03-30 17:19:11 +01:00
yuni e4a3b92941 rotate MeteorAceGT model to face front 2024-03-30 17:09:21 +01:00
yuni e15cf6791f fix new camera control system to work with vehicles 2024-03-30 17:05:46 +01:00
yuni 3f656924e1 non-shaky camera updates (especially while moving fast) 2024-03-30 16:53:26 +01:00
yuni 7431c4f594 refactoring camera::run_camera_controller 2024-03-30 16:41:29 +01:00
yuni 6e3d958638 mouse movement now changes player orientation relatively, not absolutely 2024-03-30 16:32:42 +01:00
yuni 0456b8506c add settings.mouse_sensitivity 2024-03-30 16:27:56 +01:00
yuni b945d7bda7 add camera::sync_camera_to_player function, fixing cam alignment 2024-03-30 16:26:19 +01:00
yuni bee0d98ae1 explicitly set tonemapping to TonyMcMapface 2024-03-30 15:50:49 +01:00
yuni 1d2a7b7848 remove unneeded bevy_xpbd_3d features 2024-03-30 15:49:17 +01:00
yuni a5c796d491 tinkering on 3rd person mode 2024-03-30 15:43:48 +01:00
yuni a57b0808b6 Merge branch 'master' into physics 2024-03-30 15:21:48 +01:00
yuni 001c928d3b remove unneeded bevy features 2024-03-30 15:17:00 +01:00
yuni 6d256211d9 expand bevy default features 2024-03-30 14:50:12 +01:00
yuni 1c900b1936 cleanup, remove minimp3 dep 2024-03-30 14:43:46 +01:00
yuni f70c47f891 smaller release binary size 2024-03-30 14:32:02 +01:00
yuni e34b2b3eb7 "--features dev": easier toggling between static/dynamic linking 2024-03-30 14:31:21 +01:00
yuni 55a44db714 warn about poor performance with OpenGL 2024-03-30 14:26:59 +01:00
yuni eb3447127a tweak dependency section 2024-03-30 14:25:48 +01:00
yuni 10b8b90c2d add MacOS build instructions 2024-03-30 13:52:15 +01:00
yuni 8500646226 document WGPU_BACKEND=gl workaround for non-vulkan GPUs 2024-03-30 13:40:50 +01:00
yuni b78340dd1a implement 3rd person view, flexible attachment of camera to actors 2024-03-29 19:41:46 +01:00
yuni bb73b1ed1d implement collider/mass commands 2024-03-29 18:20:12 +01:00
yuni 349e38e848 cleanup 2024-03-29 17:22:54 +01:00
yuni f0739606ad less debug info 2024-03-29 17:21:46 +01:00
yuni 9534504b20 cleanup 2024-03-29 17:18:43 +01:00
yuni c390a18ae5 add crash sound on collision 2024-03-29 16:58:42 +01:00
yuni c6b8d21c54 disable downward gravity.... =D 2024-03-29 16:39:37 +01:00
yuni 25db91f39e implement controls and basic collisions 2024-03-29 16:33:12 +01:00
yuni 198da2c850 Let's try out bevy_xpbd_3d. Added it as dependency. 2024-03-29 16:15:26 +01:00
yuni 79edffccc1 place a couple of mysterious monoliths 2024-03-29 14:19:57 +01:00
yuni 477794f95c add rotationx command 2024-03-29 14:19:18 +01:00
yuni 9d5c7a4947 add credits for ion.ogg 2024-03-29 04:48:48 +01:00
yuni 6b82b0cc0b bump to v0.3.0 2024-03-29 04:39:57 +01:00
yuni 62abacf648 add sound for ion engine 2024-03-29 04:36:46 +01:00
yuni 2b4fd9e5b5 cleanup 2024-03-29 03:31:15 +01:00
yuni b3885aa4b6 come to a full stop when braking while slow 2024-03-29 03:30:03 +01:00
yuni 0717495d57 fix slow braking 2024-03-29 02:49:16 +01:00
yuni dd49906cce clamp input vector, allowing slow motion while holding space
In typical games we would normalize the input vector so that diagonal
movement is as fast as forward or sideways movement.  But here, we
merely clamp each direction to an absolute maximum of 1, since every
thruster can be used separately. If the forward thrusters and the
leftward thrusters are active at the same time, then of course the total
diagonal acceleration is faster than the forward acceleration alone.
2024-03-29 02:41:05 +01:00
yuni 8f682ee5b6 cleanup 2024-03-29 02:40:55 +01:00