13,656 Commits over 2,741 Days - 0.21cph!
Apply the parachute collider animations to the server side colliders
If a player dismounts from a vehicle while holding Jump, that key has to be released before they can deploy the parachute, fixes parachute deploying immediately after dismounting any flying vehicle
Fixed canopy appearing twice in debug camera
Updated parachute to use continuous collision detection
The parachute will now adjust itself to sit above the object it collided with before dismounting players
Parachute item uses cloth sounds when moving item
Fixed locker UI using old backpack icon
SeekerTarget NRE prevention
Merge from HomingMissileLauncher
Commit some changed guids due to file duplications?
Compile fixes
Commit some meta file deletes
Reduce clearance check size (radius 1.5m->1m, length 10m->6m)
Added an additional sphere check above the player to check for clearance (2m radius, 3.5m above player)
Can now hold down Space while falling to deploy the parachute as soon as possible, the parachute will check it's clearance every frame instead of the player having to spam the Jump key
These changed restrictions now allow parachute jumps from powerline pylons at certain angles as well off the cliffs overlooking Water Treatment
Fixed inventory.clearloadout looking for a second argument when the help only lists one (eg. "clearloadout jim jim" would work, but "clearloadout jim" would not)
Convert SeekerTarget into a static dictionary instead of a component that gets added
Update the holster offset of the hml
Fixed incorrect reload time on homing missile launcher
Show gibs every time the parachute is destroyed in the editor, in builds use the proper behaviour and only show it when the parachute runs out of health
Added an extra fallback if the player still has the parachute model displayed and they are no longer parachuting
Don't spawn the unpacked parachute version if it's going to have 0 health
Spawn parachute gibs if the parachute is killed with 0 health (currently spawns some brick gibs until we get a proper gib asset)
Unpacked parachutes now float and have a low centre of mass so they are less likely to flip over
Backpack slot in inventory now hides if underwear picker is enabled
Added a new backpack slot icon
Updated unpacked parachute prefab with new model (still not final though)
Updated parachute item icon
Fixed issues with industrial crafter placement on workbench 2 and 3
Fixed NRE when attempting to inspect or unlock homing missiles (null item in additional unlocks array)
Fixed a warning log getting spammed every time a blueprint is selected in the inventory
If either player fires any weapon on the helicopter, both players are now marked hostile regardless of whether the weapon hurts anyone
HasValidParachuteEquipped safety checks
Adjust peg placement for homing missile launcher on gun racks
Merge from HomingMissileLauncher
Merge from weapon_racks/remerging
Cherry pick
86331,
86332,
86335,
86342
The merge from main in
86816 undid the last set of changes, so hopefully reapplying them here
Putting on a branch in case things get too weird
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Adjust when hand IK kicks in during deploy
Fixed bone retargets not getting properly reverted in some cases, fixes NRE's when changing view mode while parachuting
Fix attack helicopter gunner getting IK processing while holding a weapon
MaxHealth now includes any HAB upgrades on the client, fixes health bar not properly registering health upgrade (eg. displaying 1600/1500 hp in UI)
Repairing a HAB with armour now combines the required resources of the base HAB and the armour upgrade
Homing missile launcher worldmodel
HAB's will now decay even if they are fully inflated if they are no longer moving (movement of less than 2m in between decay ticks)
HAB's will decay even if they are "inside" if they are fully inflated (deflated habs can still be kept indoors)
Stuck HABS will now get a periodic random physics push to try and dislodge them
Should prevent HAB's getting stuck permanently on pylons/domes
Show sleeping bags on the bottom layer of the map view on the in-game map, but keep them on top on the death screen so they can still be clicked
Ease in hand IK using new SetOverrideWeight methods on PlayerModel
Use first person with arms view while flying the parachute, use new IK fix for first person arms so it all syncs up nicely
Fixed some issues in the last commit