13,139 Commits over 2,861 Days - 0.19cph!
Better handling if the player can't mount the zipline for some reason
Added some debug visualisation to ZiplineLaunchPoint to help valid placement
Actually fix right hand IK
Fixed incorrect initial handle rotation
IK tweaks
Ladder lods
Barrel prefab on bottom level
Fixed more zipline lod settings
Adjust hand ik positions
Add editor hold in place toggle on zipline mountable to lock the zipline in place for animation tweaking
Adjust tarp lod
Car passenger achievement hookup
Add a new particle effect to premade sprays
Fixed incorrect spray particle fx
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
Zipline mounts now save
Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
Add PrefabParameters to powerline platform
Hooked up new mounted pose with a blend tree for forward movement
Positioned hand IK
Increased slack amount
Codegen
Refactor zipline generation around new ZiplineLaunchPoint component
Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn
Ziplines no longer save and are recreated on server restart
Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections
Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)
Scrap transport heli stats
Updated fish stats
Finished implementing submarine stat
Added per fish type catch stats and achievement unlock
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open
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Better ResetState implementation for instruments, should stop the parenting errors when instruments are returned to the pool
Potential fix for DeployedRecorders throwing an error when coming into range, was unable to repro
Fix not being able to kick players from taxi module from driver seat
Fixed mountable instruments not playing sound if the local player (not on the instrument) was mounted to something
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Improved accuracy when raycasting at steep angles by decreasing the orthographic size
Revert timeout and colour changes for testing
Cleanup command buffers when quitting the game (probably not an issue in builds)
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
Don't let ESPPlayerInfo entries get stuck in the queue