12,632 Commits over 2,315 Days - 0.23cph!
    
    
    
        
        
            
            
            
                
                Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't move player eye position while using first person with arms on the zipline
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from powerline_zipline/ease_in
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from powerline_zipline
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Enable first person with arms and disable the look threshold while ziplining
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Make speed ease in respect the mount animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from zipline_mountable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add usePoseTransition bool to player animator (set to true when mounting a zipline)
Restore old Walk->sitOnChair transition, use that if usePoseTransition is false
This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
 
                
                
                
                
                
             
         
        
            
            
            
                
                Zipline now takes 3s to get to top speed
Slightly increased top speed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from powerline_ziplines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed decals switching back to the default decal after being pooled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't allow spraying until deploy animation finishes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove more duplicated powerline scripts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reapply spray LODs (subtract 69570)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reduce collision sweep size to help land on destination platform more safely
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add some more line of sight checks to more accurately check for collisions along the line with slack applied
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add zipline prefabs to excavator and airfield
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from powerline_zipline
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slow down the zipline slightly and ensure it moves to the final line point before dismounting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed zipline moving too slowly in builds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Now require server.stats to be true to send analytics (as well as official)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed edge case where reskinning a snowmobile would sometimes lose it's storage
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove LOD system from sprays
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mission complete analytic
 
                
                
                
                
                
             
         
        
            
            
            
                
                S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove debug stuff from playground
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from Powerline_Zipline