12,752 Commits over 2,315 Days - 0.23cph!
Apply to descend option as well
Don't allow the player to mount a vine if they are already mounted to something
server.emojiOwnershipCheck is now a convar and enabled by default
Don't show emoji not owned by the player in the gallery
If a player submits a chat message with an emoji they don't own the emoji is stripped out of the message
Unlock_all_skins convar is now respected for emoji ownership checks
Merged some safety checks
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
Don't render vine shadows if lod > 0
Merge from particle_light_cull
Convert industrial conveyor light setup to just play/stop particle systems rather than toggle gameobjects on/off
Added new ParticleSystemLightCull script, disables the Light component of a particle system at a given distance. Helpful for situations like these were the light isn't visible at a distance but we still want the emissive particle to appear
Adjust vine rotation on spawn
Adjust vine positions on trees
Adjust branch walk colliders
Trees will now drop any attached explosives when they start to fall
Fixed Blocked by Clothing message appearing all the time when on board a tugboat while wearing a chicken/horse suit
More hypothetical LODComponent.GetDistance checks
Fixed not being able to reskin the shelves
Switch vine material to cutout
Adjusted vine swing height to vary based on distance travelled, legacy height is now how low you go when swinging at max distance, will now go down half as much when travelling the minimum distance
Fixed overlapping flags causing vines to not know they are away from their home branch
Fix NRE when spraying on hardside of a block with wallpaper
Fixed descend option not working
▍▋-▋▄▆▆▅▍ ▆▅▇▇▉▆ ▇▄▋▉█▋█▊█▍█ ▍▌ ▄▉▍▌ ▋▌▅█
▆▉▄▋ █▋▉▇ ▅▍▄ █▄▉▇ ▅▍▋ ██▇▇ ▋▉▇█▅▇▇▆ ▊▉ █▌▅ ▉▋▌▄▍▌, ▇▆▍█▉▋▉▆ ▋▌ ▍▇ ▊▅▍▋█▇▄▊ ▅▄ ▍▇▉▍ ▆█▌█▅
▌▊▍'▅ █▋▇ ▍▋▊█ ▆▌▆▉▉▅▄▇ ▆▌▊▋▉ ▄▇█▉█▋▇▊▆▄ ▄▄ ▆▆ ▄▆▋█ ▄▋▌▉▄▄▅▌▋▅
▌▊▊▅▌▇▅▄ ▇▋█▄ ▆▋ ▄▌▅█▇▌ ▄▅▉█ ▊▄▊▉▇██▊
▄▅▋▉ ▇▌▆▌▅▍ ▌▍▍▄█▄▉ ▅▌▊ █▌▅▋▅▅▉▌▊ ▉▋▍▇▌ ▄▅ ▍██▇▆▉▊ ▅▇▉▉▊▉▊▄▅▉ ▋▅▅▄▄█▆▆█▅ ▊▅▌▉ ▄▍▇▄▄▋▉█ ▍▆▄▇▉ ▊▍▆▄▉ ▊█▊▊ ▍▄▍▍▅▄ ▌▇▄ ▍▉▄█▊ ▆▉ ▍▇▄▇▅▌▍▋▍▊/▇▅▅▄▉█▍ █▍▆▅▄▉█ ▉▊▆▅ ▌█▅ ▆▄▉▉ ▆▇▆ ▉▅ ▄▅▄ ▉▋▋▅▍▇ ▄▅▄▋ ▍▇▌▌▉▋▉▊ ▌▌██▄ ▄▉ █▇▄▊▌
Improved vine positioning on branches
Fixed incorrect animator parameter name
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded)
Better landing position when arriving at the vine destination
Possible LODComponent.GetDistance NRE fix
Adjust vine tree grid distance 35 -> 30
Dithering 12 -> 12
Aiming for more long chains of vines
Flattened out arrival angle of mountable
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
Reduced vine travel speed by 25%
Improved rotation snapping when starting a vine wing
Increased the spacing of the vine launch points, should help vines overlap less
Switch sprays to Decal/Deferred Decal
Fixed descend option not working when more than one vine is overlapping
Update emoji with transparency
Add test ladder/rope ladder to vine playground
Possible VineMountable.OnFlagsChanged NRE fix
Changed branch physics surface to wood
Restore changes to BaseProjectile lost in merge
Added a tip for how to climb trees
Experimental vine chaining
Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch
Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards
Can be disabled with VineMountable.allowChaining convar (defaults to true)
Another fix for serialisation layout
Added kapok_b variant
Manifest