13,635 Commits over 2,741 Days - 0.21cph!
Tweaked ore/wood gather tea bonus calculation to give a consistent amount of resources for each node
This will give 1-5 less resources per node (eg. Jackhammering a stone ore node with pure ore tea active will now give 1500 stone per node instead of 1501-1505)
Modular cars take 4x as long to decay by default (ModularCar.outsidedecayminutes 216->864)
If a belt item is equipped when opening the inventory that item will be automatically selected
Removed slot 8 input bind (can't equip anything in slot 8)
Renamed slot 7 bind to "Holster item", deselects whatever you have equipped (bound to the 7 key by default)
Update options menu with updated binds
Merge from attire_full_inventory_fix
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Potential fix for attire items being lost in some cases when equipping/unequipping with a full inventory
Merge from misc_optimisations2
Fixed some car seats being incorrectly marked as first person with arms (prefab variants)
Fixed a bone position issue on legs mesh when not mounted
Fixed case where changing equipment while a gesture is playing could lead to a viewmodel not appearing or appearing without attachments
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera
Enabled arms view on workcart driver seat
Fix head mesh appearing incorrectly when looking straight down
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
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Enable arms mesh on minicopter driver seat, modular car driver seat, duo submarine driver seat, scrap transport heli driver seat
Adjusted cutoff value
Clean up IK script
Remove test change on mobile phone viewmodel
Subtract
68730 68748
Remove more vm assets
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Merge from keycard_anim_improvement
Fixed keycard entity model using a RendererLOD instead of a LODGroup (it moves, so it can't be a static RendererLOD)
Added support for third person keycard model to change colour to match item (used to only show red)
Swiping a keycard now triggers the attack animation
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Merge from midiconvar (relative knob support)
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Missed a material to commit
Merge from altlook_clamps
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WIP fade in/out when hiding leg models at extreme view angles (works on alt looking and in the vehicle eyes mode)
Enabled first person with eyes on the modular car driver seat
Revert snowmobile seat view angles
Disable body mesh when looking too far away from forward (similar to alt look mesh cut off)
Tweaked First Person with arms view mode to work differently while mounted:
Set the camera position to halfway between the vehicle mounted point and the eye point
Scale the neck and head bones to 0
Slightly reduced snowmobile driver seat view angles (5 degrees less horizontal and 10 degrees less when looking down)
Set snowmobile driver seat to use first person with arms view mode
Enable IK on animator layer
Add support for the ViewmodelMountedAnchor to pass world space transform targets to the Ik controller (still has some timing issues)
Testing viability for a mounted viewmodel with hand IK
Added ViewmodelMountedAnchor component that locks the vm forwards while mounted, this is demonstrated on the MobilePhone viewmodel
Added ViewmodelIK component that manages IK targets for vm's
Added support for MouseSteerableSeats to deploy and holster vm's, this is demonstrated on the SnowmobileDriverSeat prefab
Add a back strip of mesh to spray
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