13,122 Commits over 2,800 Days - 0.20cph!
At minimum strength, still weight the animation at at least 30%
Changed snowmobile bump animation to use layer opacity
Average the bump anim velocity values a little - compare the two most recent with the previous two
Allow bumps to play a little more often
New (better?) bump anim trigger code
Scrap the recent velocity array, use a single value instead
Only bump on velocity reductions
Improved PlayReactionAnim parameter code
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
Disabled the bump anim code again until the new system is set up.
Minor wording clarity edit
Show a magnet crane controls game tip each time a player mounts it.
Magnet crane uses 25% less fuel at full throttle if not holding anything.
So,
Idle: 4/min
Full throttle empty: 15/min
Full throttle loaded: 20/min
Original behaviour, always 20/min.
Magnet crane now uses 80% less fuel (20% as much fuel) at idle. Uses existing amount of fuel at full throttle. Should allow more learning the controls without rapidly burning through fuel.
Rearranged Magnet Crane code into Base/Client/Server files.
Moved MagnetCrane code files to the code area of the project
Re-enabled bump animation, no improvements to the code yet.
Fixed snowmobile water sloshing sound when initially spawned outside of player range
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
Fixed some modular car modules not applying passenger stab protection
Updated RigidbodyInfo to work in the idiosyncratic PrefabAttribute way
Cleaned up ski suspension code duplication
Extra null check on GetIdealMountPoint
Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed.
Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles. On the other hand, icebergs (which are quite snowy on top) which were considered ice are now considered snow.
SnowmobileDriverSeat, set mounted animation speed back to 1
Merge animationtime_swapseat_fix -> Snowmobile
Disable the animator when a snowmobile is off and not moving. Fixes the Tomaha suspension snapping to the wrong position when active updates stopped.
Make sure one final forced update tick happens when update tick is stopped, even if the player is looking away
Fixed bugs with update ticks on ground vehicles. VehicleChassisVisuals was assuming that UpdateTick would always run.
Fixed 6cm side offset in snowmobile driver eye position
Changed snowmobile starting fuel from 20 to zero
Simplified the ground material code - reusing existing TerrainConfig data.
Code review: Moved VehiclePhysicMatList into TerrainConfig
Set Craggy back to the default time of day
- Fixed missing world model script on cooked_fish_steak and on raw_fish_steak
- Fixed Prefab ID on UnderwaterLab_Dwelling_600_Corridor_A and UnderwaterLab_Dwelling_600_Corridor_B
- Fixed missing spawnable script on Scarecrow (it's used in Scarecrow.Population)
- Fixed NREs in BaseNavigator HasPath
Merge Main -> General QOL