13,120 Commits over 2,800 Days - 0.20cph!
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Automatically spawn players at random points on the map every half second (and then kill them)
Remove more PingEstimator spam
Automatically kill players 20 seconds after spawn, unless they're the local client player
Merge NudityNREFix -> TrackDownRagdollStalls
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
Update hard-coded string ref to the old material
Reduced dropped item friction a small amount so they're not so absolutely set on never sliding. Using 0.9/0.95 instead of 1, and using Average instead of Maximum for friction. Bounce settings unchanged.
Switched attack heli and minicopter from Continuous Dynamic to Continuous Speculative collision. Seems to behave better with dropped items (which also use speculative)
Attack heli collider edit
Fixed reversed suspension on new bike model (suspension still needs other work)
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
Remove PingEstimator editor spam
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
Merge main -> Bikes (before 2022 update)
Added null check on CH47 scientist spawns, with error thrown if it fails. Plus minor edit where we were doing a redundant transform.transform
Commented out region ping spam in editor
Unchecked CanNPCOpen on cargo ship doors
Simpler fix, moving values to Awake
Merge HarborAudioFix -> Main
Attempt at a proper fix for the audio problems. Reverted previous temp fix.
Quick fix for audio bug, disabling crane and bridge sound using Ian's method
Fixed still pedalling sometimes when stopped, adjusted pedal ratio
Use gears for the pedal animation, like a real pedal bike rider would. New separate placeholder engine audio sets for motorbike and bike
Keep pedals flat as the pedal axle turns
Pedals rotate, matching drive wheel rotation at a specified ratio
Added pedals to the pedal bikes and IK'd driver feet to them
Both real wheels of the trike are now power wheels, and all wheels of pedal bikes are brake wheels. Fixed lack of friction of right-rear trike wheel
Added pedal bike and pedal trike to my test map
Added placeholder pedal bike and pedal trike rideable entities. Manifest update
Enabled head clipping check on bikes but this time it actually works (I still have a cold, ok?)
Enabled head clipping check on bikes
Updated in-air wheel rotation for vehicles, now wheels loose rotation speed slowly while not grounded, and there's no tie to speed
Air control improvements and refactoring
Re-enabled mouse steer for bikes. Changed mouse steer input modifier to FIRE_THIRD (attack3) instead of DUCK.
Disable mouse steer on motorbikes since it conflicts with the intentional duck input. Bug fixes
Air control changes, using duck input now
Fixed broken inspector vals
Sprint and air control torque
Refactoring, three-wheeled bikes now also support sprint torque
Lift the bike a bit when holding sprint. To be improved (though engine limitation prevents us from doing full wheelies unfortunately - wheelcolliders always raycast downward with respect to parent rigidbody orientation)
Comment out ping estimator editor spam