8,837 Commits over 1,735 Days - 0.21cph!
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
Added box collider support to TriggerTemperature - fixed heat_volume throwing errors.
Removed double-up model scripts on crossbox.entity and speargun.entity
Assigned rootBone on Model scripts on mlrs.entity, modular_car_camper_storage, and SantaSleigh (prevent Manifest rebuilds complaining).
Merge Main -> General QOL
New RigidbodyInfo prefab attribute allows clients to access rigidbody data. Now using it on snowmobiles and modular cars. Manifiest update.
Let snowmobile driver look down a little further
Disable the player bump animation on snowmobiles, not in good enough condition to release as-is
Set snowmobile driver animation speed to zero. Fixes swapseats causing wrong angles on the passenger pose. Will do a proper fix after patch.
Fixed Tomaha ski extension bug
Fixed snowmobile suspension warping
Snowmobiles: Don't tick fuel all the time
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).
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.
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
Collision test - switch to continuous detection. May be fine, or may cause random sudden stops while driving fast on rough terrain. TBD
Simplified the generic snowmobile world collider
Removed Tomaha light double-ups, fixes visual z-fighting/flickering
Removed modular-car-engine-test-nice-setup
Increased snowmobile collision damage taken (was very low, still pretty low)
More wheel spin slip, it's cool
Limited the frequency of engine start fail sound