Door/hood sync via hinge spring instead of teleport (fixes NaN crash and parts falling off); join/leave toasts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -58,6 +58,7 @@ namespace MSCO
|
||||
if (w.Model == null || w.Hub == null) continue;
|
||||
float speed = Vector3.Dot(vel, w.Hub.forward);
|
||||
w.Angle = Mathf.Repeat(w.Angle + speed / w.Radius * Mathf.Rad2Deg * dt, 360f);
|
||||
if (float.IsNaN(w.Angle) || float.IsInfinity(w.Angle)) w.Angle = 0f;
|
||||
|
||||
// Hat das Spiel das Modell in diesem Frame selbst gedreht (z.B. Lenkung), ist das die neue Basis
|
||||
Quaternion current = w.Model.localRotation;
|
||||
|
||||
Reference in New Issue
Block a user