10,973 Commits over 1,950 Days - 0.23cph!
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
Merge from spinner_tugboat_fix (fix bandit camp wheel rotation)
Fixed parachute throwing collision error on standalone client
Added a Glass_Small physic material, identical physics settings to regular Glass but allows us to specify new effects for small glass surfaces
Created Glass_Small impact effects and decals, all new effects and decals are prefab variants and decals are scaled down by 15%
Applied to bottle_cluster_a, bottle_cluster_b, beer_bottle prefabs (but no S2P so monuments will be missing this effect)
Fixed elevator displaying in inventory that it needs 1 power (it needs 5)
Potential fix for sleeping bag options persisting on the map screen when changing server
Improve transitions out of the skydive animation
Give parachutes their own protection properties, make them a bit tougher
Takes 4 rifle shots to take down, still needs more tuning
Don't go to the skydiving animation while noclipping
Fixed projectile invalids when firing from a parachute
Merge fixes
Reduced pickup time of unpacked parachute to 8s (was 12s)
Fixed wheel loading in invalid rotation if saved before
85774
Wheel will now always be reset to default position on server boot (although we could revert this behaviour after the wipe if needed)
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Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Fix emoji not working if the players username has a '<' symbol in it
Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
Added warnings for mismatched file id and mission not being assigned to manifest