11,006 Commits over 1,950 Days - 0.24cph!
Merge from powerline_zipline
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
Enable first person with arms and disable the look threshold while ziplining
Merge from powerline_zipline
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Make speed ease in respect the mount animation
Merge from zipline_mountable
Add usePoseTransition bool to player animator (set to true when mounting a zipline)
Restore old Walk->sitOnChair transition, use that if usePoseTransition is false
This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
Merge from powerline_zipline
Zipline now takes 3s to get to top speed
Slightly increased top speed
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
Merge from spraycan_merge2
Merge from powerline_ziplines
Merge from powerline_zipline
Merge from spraycan_merge2
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Fixed decals switching back to the default decal after being pooled
Don't allow spraying until deploy animation finishes
Remove more duplicated powerline scripts
Merge from spraycan_merge2
Reapply spray LODs (subtract 69570)
Merge from powerline_zipline
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
Merge from powerline_zipline
Reduce collision sweep size to help land on destination platform more safely
Merge from spraycan_merge2
Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
Add zipline prefabs to excavator and airfield
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Merge from spraycan_merge2
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
Merge from powerline_zipline
Merge from powerline_zipline
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
Merge from powerline_zipline
Fixed zipline moving too slowly in builds
Now require server.stats to be true to send analytics (as well as official)