114,244 Commits over 3,959 Days - 1.20cph!
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer
Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy
Debug camera readout values will now display dof exposer values if there is an active exposer
Added dof distance to camera info readout
Fixed parachute mount anchor in incorrect position
Adjust parachute dismount handling to be a bit more forgiving of collisions
Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
Industrial conveyors will no longer put clothing items in the belt bar of a locker
Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
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merge from wr_stack_mount_fix
merge from HomingMissileLauncher
Fixed more potential issues with MonoBehaviour casting to interface. Fixed flares not unsubscribing from SeekerTarget when destroyed if there was no collision.
Fix SLOD of standard cliff material as well
Possible fix for InSafeZone NRE. Check IsUnityNull on owner, which has been cast to an interface.
Update FP.Nexus to batch submit score events to the backend
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Merge Main -> Experimental
Removed accidental heli gunner debug prints
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
Fix global networking using excessive amounts of bandwidth
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Fixed parachute playing wooden gibs sound when it breaks
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Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
BurstCloth: Allow controlling how strongly root motion affects the simulation
Re-tweak ghost costume burst cloth settings after all the changes done for abyss (including much less affected by root motion)
Don't shrink the ghost sheet while parachuting
Merge Main -> Experimental
Removed "ON HIT!" and "DOING FLYBY" debug prints
merge from global_networked_bases
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merge from Attack Helicopter
merge from global_networked_bases
fixed rock_formation_medium_a incorrectly have it's collider set to convex