13,220 Commits over 2,861 Days - 0.19cph!
Flatten look angle when deciding what branch to swing to
Merge from TransferAllItemsToContainer_nre_fix
Speculative TransferAllItemsToContainer nre fix
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
Fixed warning spam when painting on a mesh without a uv2 channel
Merge from GetCurrentUndergroundLayer_nre_fix
Speculative MapView.GetCurrentUndergroundLayer NRE fix
Remove Facepunch.Editor reference
Fixed outbreak sprayer item id
Remove dismount handling on VineMountable
Slight collider tweak to fix some deadspots for resource gathering on vine tree
More work on handling player movement properly when a vine tree is destroyed
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Another distance interaction fix
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
Include vehicle detailed layer in vine dismount check
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Apply Impostor safety checks
Possible fix for floating players after vine tree is destroyed
Update X marker data for vine tree, much more accurate now thanks to new colliders
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations
Adjusted the collider of the stump to prevent players being stuck in them
Stop descending before hitting a vehicle
Add distance checks to vine interactions
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
Fixed climb interact option appearing when mounted to a vine
Possible fix for AnimationFlagHandler NRE
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
Fixed missing sfx on vine tree