10,973 Commits over 1,950 Days - 0.23cph!
Adjust peg placement for homing missile launcher on gun racks
Merge from HomingMissileLauncher
Merge from weapon_racks/remerging
Cherry pick
86331,
86332,
86335,
86342
The merge from main in
86816 undid the last set of changes, so hopefully reapplying them here
Putting on a branch in case things get too weird
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Adjust when hand IK kicks in during deploy
Fixed bone retargets not getting properly reverted in some cases, fixes NRE's when changing view mode while parachuting
Fix attack helicopter gunner getting IK processing while holding a weapon
MaxHealth now includes any HAB upgrades on the client, fixes health bar not properly registering health upgrade (eg. displaying 1600/1500 hp in UI)
Repairing a HAB with armour now combines the required resources of the base HAB and the armour upgrade
Homing missile launcher worldmodel
HAB's will now decay even if they are fully inflated if they are no longer moving (movement of less than 2m in between decay ticks)
HAB's will decay even if they are "inside" if they are fully inflated (deflated habs can still be kept indoors)
Stuck HABS will now get a periodic random physics push to try and dislodge them
Should prevent HAB's getting stuck permanently on pylons/domes
Show sleeping bags on the bottom layer of the map view on the in-game map, but keep them on top on the death screen so they can still be clicked
Ease in hand IK using new SetOverrideWeight methods on PlayerModel
Use first person with arms view while flying the parachute, use new IK fix for first person arms so it all syncs up nicely
Fixed some issues in the last commit
Don't do hand IK during the parachute deploy animation
Added new SetParameterAnimatorBehaviour component, should be useful in the future
IK hands to handles (still a bit broken during the deploy, will fix next)
Fixed regular hazmat tank not getting re-enabled after unequipping a hazmat (pooling issue)
Assigned canopy blend tree to correct animator
Fixed copying over values, values on canopy animator shouhld now perfectly match body values
Reverted collider animator change
Decrease radius of parachute deploy check again (2m->1.5m) length of check (15m->10m) and start the check 2m above the player to try and avoid deploying the parachute directly into overhead obstacles
Add server.canEquipBackpacksInAir for debugging, trailer purposes
debug.deleteEntitiesByShortname now deletes entities with no gibs and is case insensitive
Fixed being able to equip parachutes while currently mounted to a parachute, also fixed not being able to equip parachutes while swimming
Added a range overload to the deleteEntitiesByShortname convar, eg. "debug.deleteEntitiesByShortname woodbox_deployed 50"
Not passing a number will delete all on the server
Resaved locker lootpanel to fix two missing panels
Reduce input lerp speed (10->4)
Adjusted animation input scale to 0.75,0.5
Keep the backpack inventory slot always visible
Added a special tutorial only barrel variant that only drops scrap
Updated resource ping system to work with storage containers to highlight the barrels
Workbench misison
Add metal ore nodes to island
Fixed bandages not triggering the heal mission objective
Finish second part of bear kill mission
Kill missions can now mark their targets as pings
Update parachute description
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy
Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube