264 Commits over 853 Days - 0.01cph!
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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
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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
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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