269 Commits over 1,126 Days - 0.01cph!
Removed unneeded Mesh Filter component on the Server object of the electrical.heater as it was contributing to significant Bounds. Recalculated bounds. Test passes
New automated test to check all deployables for BaseEntity bounds significantly larger than the deploy volume. Included exclusions for deployables that have intended oversized bounds (doors, constructables, high externals...)
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
merge from large_oilrig_misc_fixes
Changed all "collider_helper" gameobject colliders on large oilrig to use the Prevent Movement layer so you never get Line Of Sight antihack violations/invalids when shooting directly down from vent openings. These colliders exist to help you get inside the vents. Ran S2P
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
merge from ah_trajectory_mismatch_fix
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids
Skip spawning Xmas event gifts to debug.invis players
Don't spawn eggs/candy for debug.invis players during seasonal events
Missed style file (rhyme time)
Change Image material on buttons so they all appear white
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Fixed button text that broke after merge
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
Editor force on helicopter compile fix
merge from editor_force_on_helicopter - resolved merge conflict
merge from fishing_village_collider_fix_fix
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
merge from fishing_village_collider_fix_fix
Add a small helper collider to fishing_village_b to prevent getting stuck
https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg
https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
WIP game tip setup for bicycle sprinting, bell and bunnyhopping
Fixed sleeping players above-ground being killed by train tunnel PuzzleReset volumes by applying "Ignore Above Ground Players" bool to more prefabs.
Prefabs changed:
- corridor_straight_a_18m
- corridor_straight_a_36m
- corridor_straight_a_72m
- train_tunnel_double_stop_a
- train_tunnel_double_straight_a
Ignore debug.invis admins when checking PuzzleReset (contains compile errors from /main)
Moved default config generation from Bootstrap to server command `server.writeserverdefaultconfig`. Run codegen. Tested in editor.
Clean up logging and include empty defaults in the cfg
Use Path.Join and log the path after cfg creation
Use StringBuilder to build the cfg
Improved logging for when a command isn't a variable, when a command is read-only, when command defaults are out of sync, when no default value was found
Exclude read-only commands from the default config
Code review:
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
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
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