199,331 Commits over 4,140 Days - 2.01cph!
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Added export button
Beginning an export will now roll back to the start of the demo or the start of a shot
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Fixed projectile errors when pausing a demo with gunfire
Pitch adjustment for prop speed changes
Fix some issues with engine start attempts on several vehicles
Initial submarine audio system setup
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Removed unused engineStartFailSound parameter on WorkCart
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Citizen clothing file setup
Fix missing ACT_FLINCH_SHOULDER_LEFT enum
wolf model update -
Fixed seams
Fixed skinning issues on lods causing popping
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GetFuelFraction now works
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
Merge VehicleExplosionForces->Submarine
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Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
Disable explosion forces on the NPC CH47, the AI seems to hate it
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
Subs move a bit when damaged with explosives (like modular cars do)
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Improve mugshot camera orientation a bit
Exclude some more mountable parameters from the BaseVehicle inspector
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
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Landing effects can show when mounting something from the water due to the following scenario:
- Player is moved to the new mounted position via a ForcePositionTo RPC from the server.
- ClientInput sees that they're now grounded and changes IsGrounded to true.
- FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect().
- Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect.
ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before.
I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.