133,313 Commits over 4,293 Days - 1.29cph!
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.
Speed up writing to sv.files.db
phrases and codegen check
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fixed 'notes' alignment on contacts panel
making sure the fur meshes are in LOD0 only
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fix for disappearing lods on stag ragdoll
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Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
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More accurate vision distance. Reduced boar and stag vision ranges.
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Increase tunnel dweller vision range
Added missing shader to graphics settings
small tweaks to wolf material
small tweaks to boar material
countryside bunker entrance - 3 extra dressing variations
Very WIP video exporting tools (extracted from old movie maker branch)
change swimming default to true
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Don't show landing effect if player is mounted. Fixes water splash effect sometimes showing when mounting a submarine