194,760 Commits over 4,079 Days - 1.99cph!
Fix forced duck regression
Revert the capsule axis change support from BasePlayer and from PlayerWalkMovement. Too much added complexity and unknowns, let's see it we can do this more simply.
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Merge from voiceprops/dlc
Merge from voiceprops/dlc/discofloorskin
Disconnect web stream if we encounter an error
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
Fixed internet streams not resuming properly after being disabling by the global allow streams option
Fix player collider mismatch
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
Fixed cassettes with no content restarting when toggling censor recordings option
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
Fixed some inconsistent behaviour with the toggle play input on deployed boom boxes
No longer show health bar on new voice props entities if health is full
Updated PlayerModel collider for crawling.
Wearables that are marked to hide in Eyes view will no longer hide if the player dances while the debug camera is active
Missing codegen to fix defaults
Fixed microphone stand world model (use burlap sack)
Merge from voiceprops/dlc/radiolist
Increased the player's visibility culling radius for crawling
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more voiceprops viewmodel & item sounds
voiceprops mixer dsp tweaks
Added injureplayer and recoverplayer console commands, similar to kill vs. killplayer
airfield scene/prefab update
Added a new door frame to train_tunnel_stop_b_72m piece
Bypass tunnels / LODs and colliders / prefab setup
Sleeper collider minor edit
Set up an more accurate collider for sleepers using the new axis option
Allow player collider to be on a different axis. Set up the collider shape and size for crawling.
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.