107,051 Commits over 3,836 Days - 1.16cph!
Wake buoyancy as soon as RB wakes.
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Fixed postfx volumes (nvg issue)
Merge from repairbench_redirect
Rebalanced garland protection - no longer takes multiple rocket hits
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
Magnet crane audio now stops running when the crane is inactive
Tweaked ore/wood gather tea bonus calculation to give a consistent amount of resources for each node
This will give 1-5 less resources per node (eg. Jackhammering a stone ore node with pure ore tea active will now give 1500 stone per node instead of 1501-1505)
Modular cars take 4x as long to decay by default (ModularCar.outsidedecayminutes 216->864)
If a belt item is equipped when opening the inventory that item will be automatically selected
Removed slot 8 input bind (can't equip anything in slot 8)
Renamed slot 7 bind to "Holster item", deselects whatever you have equipped (bound to the 7 key by default)
Update options menu with updated binds
Magnet crane exhaust goes more when the player is using movement controls
Magnet crane stability work. Less wobbly/floaty feeling.
Merge from attire_full_inventory_fix
Prevent magnet crane magnet from getting close enough to the driver to hurt them (modified the animator to only let it move 90% of the way to minimum)
Post splat sculpts on east coast + lighthouse fixes for new cliffs
Merge Main -> MagnetCraneUpdates
Environment quality update / Made BuildingDark volume slightly darker
Supermarket lighting tweaks and fixes
scene2prefab
Small adjustments to light prefabs used in the rocket factory and office buildings
Set office environment volumes to BuildingVeryDark
Replaced old portacabin prefabs used in the launch site with updated meshes
Fixed some issue with tess
merge from wm_item_updates
Rocket building windows prefab update
Fixed broken floor material on old portacabin meshes
restoring subtracted WorldModels
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Tidied up flags, removed unused methods. Steering edit.
Merge MCUpdatePhysics2-> MagnetCraneUpdates
Magnet Crane can no longer drive underwater
Magnet crane physics overhaul. Now uses the CarPhysics class. CarPhysics now supports "tank controls".
Potential fix for attire items being lost in some cases when equipping/unequipping with a full inventory
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Merge from misc_optimisations2
Return to old wheelcollider settings for now
Fixed some car seats being incorrectly marked as first person with arms (prefab variants)
Fixed a bone position issue on legs mesh when not mounted