170 Commits over 823 Days - 0.01cph!
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Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars)
https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
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Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4
Bicycle can now bunnyhop every 3 seconds by pressing right mouse button.
- Todo: use the bike's angle in the jump
- Todo: require bike stamina to jump
- Todo: not jump when waterlogged
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone.
- Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
Fixed newly introduced TriggerParentEnclosed NRE
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
▍▄▊▄ ▄▆▌ ▋▍▇▆▅▍▉ █▅█ █▌▇ ▇▆▉█ ▌▌▆█▊▉▇█/▌▇▉▍ ▄▅▉▆▉█▉█ ▋▅ █ "▇▊▊▉▍▊", ▆▇▊▉▅▆ ▅▄▇ ▄▇▍▋▆▉ ▄█▄ ▆▌ ▉▌: $"▌▊▅▋▊█_{▌▌}" ▄▄ █▌▉ ▄▌█ ▍▍█▆▆ ▇▆█▍▍▌▇▅▊▆▄▄█ █▍▇█▉▋▅ █▄▇ █▍▊▉ ▅▄▄▆█▇ ▉▉█ ▊▋ ▋▉▉▋▇▋ █▋ ▅▊▌▄▉ █▊▅▋▇▌▍▄ ▇▆▅▄▉▄▉▋.
▌▌▉▊▊://▌▅▊▋▊.▉▄▅▉▍▇▄▉▌.▋▅▌/▅▉▊▋▇/▇▇▊▌▋▌▄▆/▋▇▇▌▊▉▉▄▋▆.▍▍▌
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P
Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg
After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
merge from naval_update to get the latest TriggerRadiation.cs
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them.
This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile.
- Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers.
1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png
2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
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Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
Caged in fuel_barrel_black objects on small oilrig (1 set of 8, 1 set of 4) and replaced 4 other fuel_barrel_black objects with fuel_barrel_red as they are too visually similar to the diesel barrel pickupables. Ran S2P.
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
Reworked pouring so it uses a start and stop RPC. Holding left mouse button will pour (up to) 50ml out of the container every 0.5s (100ml/s), stop holding left mouse button and pouring stops.
Needs bespoke animations and visual effects, something like a continuous stream pouring out when the item is tilted over.
Video: https://files.facepunch.com/jacob/1b1211b1/Unity_0KbTAw2Am2.mp4
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking.
Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
Prevent fall damage sfx playing when in debug.invis
Disabled mip map limits on cannot_see_icon to fix low resolution debug.invis icon overlay when using low graphics settings
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
WIP orbital camera setup. Currently swaps cameras with pressing Q, Tab changes lock target, hold right click and use mouse to move orbit. Needs UI setup
Setup the rest of the player gesture animation buttons. Surrender and the dances don't work right now
Setup more anims:
Viewmodel specific: manualcycle, dryfire, throw, use_self, use_other, use_other_wounded
PlayModel specific: drop_item, pickup_item, drink, victory, wave
Only allow camera movement when the input field is not in focus
TODO comments for later around camera work
Move camera gradually using WASD/leftshift (up)/leftctrl (down)
Clothing is now equipped to the active viewmodel. Makes use of a new editor-only method to apply clothing directly from a list of ItemModWearable rather than using a BasePlayer to look at their equipped clothing. Run this method when equipping items and wearables so the viewmodel is always up to date. (Doesn't work with skins just yet)
Added new FOV slider to the canvas to modify Camera FOV. Setup min/max values respecting regular gameplay FOV bounds. Includes "Field of View" text overlaying the slider
Renamed script in line with scene rename
Setup the existing positonal marker square images in the centre of the canvas so they can be toggled on/off with a new button. Shortcutted with `U`.
Some code cleanup & commenting
Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
Fixed not being able to reselect most recently selected items/wearable after using the clear buttons