122,676 Commits over 4,048 Days - 1.26cph!
Updated rocket factory light prefabs
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
Renamed magnet crane treads (were "threads") and some collider gameobjects.
Added ability for magnet crane to both turn and drive forward/back at the same time (can still spin on the spot if turning without any throttle input)
Initial work on magnet crane wheel colliders and driving physics
Adjusted magnet crane colliders. Removing all VehicleWorld colliders on the client.
Fixed magnet crane mounted driver not syncing up visually with the crane itself when rotating the cabin (yaw controls)
Fixed case where changing equipment while a gesture is playing could lead to a viewmodel not appearing or appearing without attachments
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera
Enabled arms view on workcart driver seat
Fix head mesh appearing incorrectly when looking straight down
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
Added environment volumes to office building, rocket factory and warehouse prefabs
Changed their shadowproxies to the world layer to fix cubemap issues
New lighting setup for the rocket factory and office buildings
Updated office light prefab
updates to player keycard anims & override controller
active pet linking/unlinking changes to allow active pets to be switched without needing to be destroyed.
cliff collapses & NE splatting
Added basic tessellation support, more foam improvements
Pet bar no longer assumes we're actively controlling a pet just because the pet exists.
Refactor code for getting/setting pet image so it can be used anywhere.
Added BuildingDark and BuildingVeryDark environment type
- Fixed magnet crane arm movement speed being affected by physics delta.
- Fixed magnet crane arm movement speed also being affected by dropped physics frames when exceeding maximumDeltaTime (capped to avoid massive moves if the server stalls).
Reordered player animator back to the old gesture order - fixes broken gestures from recent merge.
Updated index for LayerPlayerGesturesUpperBody and LayerGestures to the new order. Now using a constant instead of a GetLayerIndex for LayerReactions to match the existing style.
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Enable arms mesh on minicopter driver seat, modular car driver seat, duo submarine driver seat, scrap transport heli driver seat
Adjusted cutoff value
Clean up IK script
Remove test change on mobile phone viewmodel
Subtract
68730 68748
Remove more vm assets
Subtract
68861, flag is needed
Only do Update ticks when the magnet crane is in use or moving
Removed unused magnet on/off flag
Merge Main -> MagnetCraneUpdates
no longer allow crates to spawn if a player is intersecting the spawn point RE tacularr