12,301 Commits over 2,101 Days - 0.24cph!
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
Expose DismountViewmodelHoldTime on VineMountable
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