Instead of snapping to a computed passenger seat, a player whose head is
inside a vehicle's (shrunk) outline is held exactly there and moves with it;
works for cabins, open doors and beds, with or without a driver. Getting out
puts the player beside the vehicle on the nearer side. P next to the car
still uses the passenger seat.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Getting in on the driver's side moves the head past the passenger seat while
the game puts the player into the driver's seat. Auto-boarding now only
triggers from the passenger side (head on the seat's side, not further inside
than the seat), not while the game controls the player (CharacterController
off or parented to a vehicle) and not within 4 s after driving.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A driven vehicle is no longer released after 3 s without data (a short hitch
of the driver, e.g. saving, stopped the car instantly on the passenger's side
and ripped the parts off, which then synced to everyone): 30 s timeout, on
release it keeps the driver's velocity and part joints stay unbreakable for
3 more seconds
- Cargo in a moving vehicle belongs to its driver (passengers no longer claim
items in the car, which then followed late and kinematic at the driver's end
and knocked seats and parts off)
- Passenger: sit down automatically by stepping into the open passenger door,
also without a driver (seat from the game's DriverHeadPivot); Space or P to
get out
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>