122,208 Commits over 4,048 Days - 1.26cph!
Merge from spraycan_merge2
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
Merge from powerline_zipline
Merge from powerline_zipline
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
Merge from powerline_zipline
Fixed zipline moving too slowly in builds
▍▆▉ ▋▌▊▄▉▄ ▆▌ ▉▅█ ▇▋▉ █▇▊█▉▆▆▅ ▅▉ ▅▉▌█▊█▉ ▍▍▆▉ ▅▋▉▌▍▋ ▌▄▍▉ ▍▄██'▄ ▌▆█▍▆▉
Revert
69578 and
69579 for now - I need to sort out a remaining issue first.
CodeGen for the previous commit, update EntityMenu.cs
Fixed the mount option appearing twice on vehicle modules (when holding to interact). Now that vehicle modules inherit from BaseMountable, they still need their Menu_Mount_ShowIf override, but don't need their Menu_Mount entry.
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
"Occupied" message no longer shows when looking at vehicle modules with no mount points
UpdateFullFlag now propagates up to any parent vehicle(s). Fixes vehicles not being mountable when loading from a save if the vehicle was mounted during the save.
Merge from spraycan_merge2
Merge from powerline_zipline
Remove LOD system from sprays
Merge from powerline_zipline
Mission complete analytic
More mid-island splatting & polish.
Related material tweaks.
Merge from spraycan_merge2
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
Consolidated normal computation
Height/splat polish around launch site.
▊▊▊'▍ ▋▆▅█▊ ▅▊▊▌▆▇▆▇▆ ▋█ █▋▅▇▇▉▍, ▍▍▉▆▌ ▇▄▄▇▉▋▌▊▉▅▉▍▅▅▉▊ ▄▅ ▉██▊▆
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
Moved magnet crane animator params to the base class
Remove debug stuff from playground
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
Merge from Powerline_Zipline
Fix some ziplines not generating because they were calculating a dot product of over 1
Ternary conditional compile fix
Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
Remove debug stuff from craggy (left two powerlines for testing)
Magnet crane pedals now animate and have IK
▊▄▇▌▆ ▊▊▌▆▅ ▊▌▌▇▄ ▇▇ █▆ ▄▍▅▍▊█▇▊ ▆▊▆▆ ▌▋▉ ▇▉▌▋▊▌▍▍▋▌▅█ ▅▇▆▊▆▌▊
▋█▉▅▊█ ▌ ▄█▅▄▌▌▅▆ ▍▉▉▊▌ ▇▅▍█ ▅▉▄▆ ▆▍▄▍▇▆ ▍▄ ▌█▅▇▋▌ ▉ ▋▊▍▇ ▆▌█▊ ▄ ▊▄▆▊█▅▍▅▇ ▊▌█▄ (▄█▊ ▅ ▅▅▅▇▆▄█ ▉▆▋▅ ▅▋█▌▇▍)
▆▇▍▇▊▋█▄ ▍▄▄▅▊ ▊▉▋▄ ▊▇▉▋█▍ ▋▄ ▆▇▌▍▊▆ ▍▄ ▅▋▅▊ ▌ ▉▇▋▇ ▇▍██ ▊▅▊'█▊ ▋█▋▆▌▇▅ ▇█ ▇▊▄
▇▌▄▄▉▌▇▄ ▆▄▍▌▇ ▅▄▇▉ ▊▆▅▉▍█▉▆ ▌▍ ▋▉▉▅▄▅▆▍ ▅██▄ ▇▆ ▇ █▋▉▍▌▊▇▌▋ ▌▄█▉
Renamed magnet crane `rigfht tread movement` to `right tread movement`
Magnet crane:
- If we use the IntertiaTensor Unity thinks we should have, the crane is really wobbly with the arm extended straight up
- If we use my custom IntertiaTensor (set to values that act like the arm doesn't exist), the crane behaves in unexpected ways with the arm extended far out front
Compromise instead and go 50% of the way between them. 1. Set the inertia tensor to what Unity thinks it SHOULD be for the current arm position. 2. Set the inertia tensor to half way between the above and my custom one.
More mid area splatting & fixes
Merge from powerline_zipline
Discarded prefab monuments, will need to redo S2P
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.