13,656 Commits over 2,741 Days - 0.21cph!
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles
Had to just disable the head mesh due to skinning differences compared to the original hazmat
Fixed NVG goggle visible aperture scaling with UI scale
Merge from ferry_terminal
Implemented rope climb animation
Enabled on all rope climb prefabs
Merge from ferry_terminal
Fixed misassigned bones on new viewmodels
Added support for a LOD4 in wearables, uses a different LOD arrangement
Made a new RHIB driver mount prefab to ensure anything else using the prefab is unaffected
RHIB driver hands now follow wheel as it rotates
Added a steering wheel range multiplier to prevent how much the steering wheel rotates by in order to prevent distorted shoulders (visual only, actual boat turning range is unchanged)
Update RHIB driver eye position to better match actual player eye position
RHIB driver now uses first person with arms perspective so that we see the arm Ik from first person
Disable write defaults on new turn on/off animator states, fixes foot jitter
Fixed diver torch animation transitions (set to 0 transition speed as the override changes immediately)
Fixed deployed boom boxes failing to reconnect to a valid station after an unsuccesful reconnection attempt
Stop the push interact option appearing while a player is on board the tugboat (this makes pushing impossible as being on the outside is now considered too far to push, will likely need revision)
Updated sleeping bag behaviour to request updated map positions if a bag is parented to a moving object, not just if it's a camper
Largely untested, needs more deployable work to verify
Animated building blocks no longer modify batching if they are parented to a vehicle (fixes door batching issues after opening/closing)
Doors now properly parent to tugboat and the entity follows as expected, even if visual renderers do not
Made the RHIB driver mount point use the SledDriver script, exposes hand IK options
Recache the others just in case
Enabled viewmodel renderer on all new entities
Adding missing renderer components to all torch renderers
Recached rifle renderers
Fix torch missing redirect
Remove some logging
Suit item setup, moved current suit assets into standard folder
Use instruments dlc check for unlock (temp, for testing)
Remove duplicated drop mag event
Fixed hide events not specifying full transform path
Added new meshes to LOD group
Fixed incorrect effect folder path
Fixed a mesh light on the tugboat not marked as dynamic
Tuboat doors, 2 on top, one below
Pass the players model state as well as flags when evaluating which bone position data to pick
Added climbing, ducking and swimming
Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll
Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
Fix UI NRE when inserting a redirect skinned inner tube into a research bench
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation
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Match build options for old build process
Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
Clothing r/w changes (all in one commit so I can revert it if needed)
Allow fbx's into server bundles if they have import legacy animation enabled (fixes car lifts not animating on server)
Increase water consumption of sprinklers to better match the water being consumed in liquid containers
Request updated camper positions for the map if a player has a camper in their respawn options every 30-45 seconds (it gets updated every 10s if a player is dead)
Merge from tooltip_cleanup
More layout change (what if we just.... didn't have a layout component)