12,753 Commits over 2,315 Days - 0.23cph!
Merge from powerline_zipline
Merge from official_server_analytics
Track player deaths in monuments separately along with other info (weapon/npc/etc)
Compile fix
Added events for freeing underwater crates, using held entities
Move zipline movement from FixedUpdate to Update, make movement less jerky
Add better colliders to crouch planks on platforms
Debug camera now uses forward/back/left/right input bindings instead of hardcoded WASD
S2P launch site and excavator
Merge from monument_lighting_upgrade
Merge from powerline_zipline
Merge from new_achievements (arctic base monument change)
Add fishing village zipline prefabs
Merge from powerline_zipline
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Merge from new_achievements
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Don't move player eye position while using first person with arms on the zipline
Merge from powerline_zipline/ease_in
Merge from powerline_zipline
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
Enable first person with arms and disable the look threshold while ziplining
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Make speed ease in respect the mount animation
Merge from zipline_mountable
Add usePoseTransition bool to player animator (set to true when mounting a zipline)
Restore old Walk->sitOnChair transition, use that if usePoseTransition is false
This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
Zipline now takes 3s to get to top speed
Slightly increased top speed
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
Merge from powerline_ziplines
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Fixed decals switching back to the default decal after being pooled
Don't allow spraying until deploy animation finishes
Remove more duplicated powerline scripts
Reapply spray LODs (subtract 69570)
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan