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further player anim skydiving updates
update to player skydiving anims
Moved the main rocket out of the launch group, which was causing premature FX killing on the Manpad rocket.
Drag adjustments for the updated lifetime.
Unparent on destroy timing fixes.
Added detail layer to parachute materiall
Regular rocket smoke lifetime tweaks.
Regular rockets engines don't cut out at its parabolic apex anymore, but keep running until the end -- for clarity purposes.
Sliightly darkened the smoke on them.
Manpad rocket trail tweak.
Timing, shader and clarity improvements/fixes for the manpad rocket and firing.
merge from global_networked_bases
Cherrypick
87026 (--normal-rendering order change)
When both --instanced-rendering and --normal-rendering are set, keep instanced rendering on (this allows us to enable it for testing while it's disabled globally through Steam)
fixed flickering mesh in fbx for the wall rack
Added parachute bag world model
updates to player and chute anims
merge from Attack Helicopter
female parachute bag prefab
Added sound for failed gun fire attempts
skinning fix on parachute left handle
Merge from HomingMissileLauncher
Only play the out of rockets sound if there's no ammo left at all, some other refactoring
Commit some changed guids due to file duplications?
Compile fixes
Commit some meta file deletes
Fixed rocket ammo including flares in ammo count
Added placeholder sounds and RPCs for trying to fire rockets with no rockets left, and the same (with a different sound) for flares
Set up and added a placeholder sound for attack heli firing flares
merge from Attack Helicopter
merge from windmill_material_fix
Made attack heli headlight much brighter and longer range
2021.3.29f1 cherry picks (likely a good idea to delete this before merging from experimental the next time)
Re-organizing windmill folder for clarity
merge from Attack Helicopter
homing missile launcher sounds
Reduce clearance check size (radius 1.5m->1m, length 10m->6m)
Added an additional sphere check above the player to check for clearance (2m radius, 3.5m above player)
Can now hold down Space while falling to deploy the parachute as soon as possible, the parachute will check it's clearance every frame instead of the player having to spam the Jump key
These changed restrictions now allow parachute jumps from powerline pylons at certain angles as well off the cliffs overlooking Water Treatment
Attack Helicopter gunner can now press reload key to reload gun and rockets early
Fixed inventory.clearloadout looking for a second argument when the help only lists one (eg. "clearloadout jim jim" would work, but "clearloadout jim" would not)