122,784 Commits over 4,048 Days - 1.26cph!
Snowmobiles: Don't tick fuel all the time
snowmobile driving - adjusted transition in/out for reaction, also slowed down in the animator
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Fixed NRE when exiting the skin picker screen with Escape while the search field is focused
Replaced vehicle capsule clipping checks with a sphere check if the start and end pos are the same. Avoids a bug in Unity that treats capsule colliders with the same start/end point incorrectly when checking vs. a concave mesh colliders (seems to treat the mesh like a convex one or a bounding box).
VertexLitBlendedCustom shader soft&near blending not capped at 3.
Deleted stray red light from arctic_base_module_b that was hidden behind shelves
Scene2Prefab
Tweaked light settings of electric heaters to prevent them from bleeding through walls at night
Moved electric heaters to Default layer instead of World to stop emissive from getting picked up by cubemaps
Tweaked lights used inside portacabin_building_300_600_a, portacabin_building_900_1200_b and dome radar to stop light bleeding
Scene2Prefab
Added snow material variants to a few objects placed outside that were missing it
Scene2Prefab
Icicle prefab tweaks / skipped LOD0 on all icicles and switched to using LOD1 as default / added shadowproxies to all icicles / these changes should lower the tricount by roughly 2 million on highest graphical settings
Scene2Prefab
Slightly moved dome radar door to close a gap
Scene2Prefab
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Added shadowproxies to arctic base lab modules to prevent light leaking through subpixels
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Fix hi res screenshots not properly adjusting dof
Improved bump animation showing code
Merge new bump animation -> Snowmobile
Better player bump animation triggers. Play if there's a big velocity change (crashes etc), or if there's a sudden suspension compression.
Fixed snowmobile reaction anim not playing properly on all bones
Ended up adding a new state to the base animator, there weren't any animations on the full body layer that were suitable to override (but an animation when a vehicle hits something seems like something useful we can use in the future)
Remove override controller, no longer needed
Remove container components from spraycan so it can be swapped when another item is dropped on it
Move snowmobile override to seat prefab
Trigger wave when bumped
Don't play bump anim too often
Temp setup: Print "BUMP" when the drivers gets bumped
Assigned snowmobile override controller
More potential dismount points for snowmobiles
created a new landmine asset to replace the old landmine
models, textures, material, LODs and prefab setup
Collision test - switch to continuous detection. May be fine, or may cause random sudden stops while driving fast on rough terrain. TBD
Fixed another floating rock
Scene2Prefab