12,382 Commits over 2,101 Days - 0.25cph!
Players can no longer dismount the parachute for a second after deploying the parachute (see BaseVehicle.AllowPlayerInstigatedDismount)
Prevents accidentally dismounting the parachute if player is spamming the Space key to deploy
The player can still be dismounted during this window via other means (hitting something, getting shot, etc)
Only run the landing camera animation if the player is dismounted due to a collision
Fixed animated screen shake not working properly, now has to be parented to a player to work
WIll only apply to the camera if it's parented to the LocalPlayer
Increase size of inside checks on spider web deployable
New screen shake component - AnimatedScreenShake
Takes an AnimationClip, caches the rotation curve values at edit time and then replays the animation at runtime via the ScreenShake system
Not quite working yet
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)