448 Commits over 1,188 Days - 0.02cph!
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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)
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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
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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
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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