Petr Ohlídal

Results 340 comments of Petr Ohlídal

The N/B utility now has a menubar (if you're working on a project). Exporting the TotalMass slider value back to truck file is somewhat of a challenge, but when you...

![image](https://github.com/user-attachments/assets/bf32467d-388f-4df6-9653-18112e5231fa) I've redone the mass setup because the original slider wasn't compatible with how mass works in the truck file format. At the moment there's a bug somewhere and the...

The mass accumulation bug was fixed - turns out the `recalculateNodeMasses()` routine wasn't built with repeated recalculation in mind, so nodes with `l ` were not properly reset. The problem...

I take it that the reset issue positively doesn't happen on latest master? It is quite possible I broke something in the spawner.

The breaking problem is in the "added wheels export" commit. UPDATE: I simplified the commit by factoring out all auxiliary changes (moving, deleting and unifying enums and constants). UPDATE2: Got...

@CuriousMike56 I fixed the MV4 reset issue and the dummy 'reset' buttons for loadmass/minimass.

Didn't work as intended, commentary and research: https://discord.com/channels/136544456244461568/189904947649708032/1282776986107773010 I dusted off some AngelScript-engine binding code (1 year old) and created a simple engine diag script. Currently it only shows engine/engoption...

I've renamed confusing EngineClass attr getters: * `getMaxRPM()` --> `getShiftDownRPM()` -- equivalent of `ACTORSIMATTR_ENGINE_SHIFT_DOWN_RPM` * `getMinRPM()` --> `getShiftUpRPM()` -- equivalent of `ACTORSIMATTR_ENGINE_SHIFT_UP_RPM` The 'example_actor_engineDiag.as' was updated: * updated 'engine' tab...

**ad Jitttery and sluggish FPS:** I wrote https://github.com/RigsOfRods/rigs-of-rods/issues/3295. **ad Second thought generic collisions:** we have that for static objects: https://github.com/RigsOfRods/rigs-of-rods/blob/master/source/main/physics/collision/Collisions.h, I am not versed in binary trees or similar structures...

@Miner34dev That's a quirk of our present reference-counting mechanism, sorry about that, I haven't yet found a way to fix it. You must do either `game.getCurrentTruck().getHandle().getInstanceId()` or `BeamClass@ b =...