12,846 Commits over 2,192 Days - 0.24cph!
Expose the slot in the inventory screen in a better, maybe less horrific UI layout
Only show the extra backpack slot if there is a backpack equipped or a backpack in the main inventory
Fixed hazmat suits, more cleanup
Apply unsaved controller change
WIP potential refactor for parachutes to go into a new, 8th clothing slot rather than living in the main inventory
Mostly works as is, still need to solve some wearable layering conflicts
Fixed parachute backpack getting duplicated while deployed
Fixed parachute rig getting stripped when set up in a wearable
Parachute vehicle now has access to a ParachuteController component that can handle the animator
Added forward and right parameters to parachute animator
Fixed parachute not properly disengaging when the player hits water
Combat misison pt2 setup, bear spawning
Fixed acquire mission objective type not properly registering items acquired that get stacked
Set up misison flow and conversation for hunting/cooking mission
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags
Fixed broken harvest and crafting mission events
Players can no longer dismount the parachute for a second after deploying the parachute (see BaseVehicle.AllowPlayerInstigatedDismount)
Prevents accidentally dismounting the parachute if player is spamming the Space key to deploy
The player can still be dismounted during this window via other means (hitting something, getting shot, etc)
Only run the landing camera animation if the player is dismounted due to a collision
Fixed animated screen shake not working properly, now has to be parented to a player to work
WIll only apply to the camera if it's parented to the LocalPlayer
Increase size of inside checks on spider web deployable
New screen shake component - AnimatedScreenShake
Takes an AnimationClip, caches the rotation curve values at edit time and then replays the animation at runtime via the ScreenShake system
Not quite working yet
Fixed parachute not disengaging if it hits the ocean
Fix first person camera calculating wrong rotation when the player flies through a parent volume
Parachutes can no longer be parented
Add a very tall diving tower to craggy for testing
Add analytics: start height, distance travelled, flight time
Applied glass_small to VintageWallClock
Added an animation based collider system for handling the parachute colliders
A lot of the visual parachute motion is now handled by the player animation, not the vehicle so this adjusts the colliders to match the visual based on the current input
For consistency this animator runs on both the server and client
Fixed colliders not matching new art
Fixed first person camera changing height incorrectly if player is in water while a parachute is equipped
Added an animation event forwarder and bucket drop events on quarry track animation
Improved animation transition when deploying parachute quickly after jumping
Show a dedicated first person canopy
Fixed screen shake of any parachute affecting every player in network range
Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice
Fixed regression causing all random variants of the abyss suit to show at once
Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors