12,818 Commits over 2,315 Days - 0.23cph!
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
Possible fix for floating players after vine tree is destroyed
Update X marker data for vine tree, much more accurate now thanks to new colliders
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations
Adjusted the collider of the stump to prevent players being stuck in them
Stop descending before hitting a vehicle
Add distance checks to vine interactions
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
Fixed climb interact option appearing when mounted to a vine
Possible fix for AnimationFlagHandler NRE
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health