12,382 Commits over 2,101 Days - 0.25cph!
SAM sites can now target parachutes
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Fixed parachute not being able to be worn with a regular hazmat
More entering network range checks
Potential ClientOnPlayerMounted NRE fix
Potential tool cupboard UI relayout, remove need to switch to tool category, add extra slot, allow spray can in tools
Made some very temp placeholder changes to the unpacked parachute model
Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
Apply damage to the player when the parachute is destroyed due to a collision based on the collision force
Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
First pass on parachute falling faster and becoming harder to control as it takes damage
Update the players wear container capacity if loading a save from an earlier version
Add some temporary LODs to the parachute so it renders from a distance
Increase hits required to take down a parachute - now around 15 rifle shots
Increase size of parachute hitbox and fixed some misaligned boxes
Fixed debug.spawnparachutetester not working after slot change
Mearge from parachute/wear_slot
Added a convar to disable the landing animations
Added position support for the animated screen shake
Update first person landing animation to match third person anim
Fixed hands staying visible after landing
Snappier landing animation when landing the parachute
More transition rule changes
Testing out a heavy landing animation, implementing via a full body non looping gesture that's triggered by the server on landing
Fixed an issue where the animator would transition to the parachute mounted animation instead of the deploy animation
Remove the backpack indicator from the item icon prefab
Fixed parachute not going into the parachute wear slot on right click
Unpacked parachutes now start decaying after an hour, takes an hour to fully decay
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