122,296 Commits over 4,048 Days - 1.26cph!
Minor wording clarity edit
Show a magnet crane controls game tip each time a player mounts it.
Magnet crane uses 25% less fuel at full throttle if not holding anything.
So,
Idle: 4/min
Full throttle empty: 15/min
Full throttle loaded: 20/min
Original behaviour, always 20/min.
Magnet crane now uses 80% less fuel (20% as much fuel) at idle. Uses existing amount of fuel at full throttle. Should allow more learning the controls without rapidly burning through fuel.
Rearranged Magnet Crane code into Base/Client/Server files.
Moved MagnetCrane code files to the code area of the project
Re-enabled bump animation, no improvements to the code yet.
Fixed snowmobile water sloshing sound when initially spawned outside of player range
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
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Refactoring some tag list code so we can reuse it for the loading screen
Fixed some modular car modules not applying passenger stab protection
Hook up server name, player count, gamemode, and map name
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Supermarket scene update
Material tweaks to make everything more consistent
Separate material for backfacing glass
Supermarket lighting and dimming volumes prefab
Flickering light prefab for office ceiling lights
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movement fixes & rate changes
Merge from midiconvar (relative knob support)
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Updated RigidbodyInfo to work in the idiosyncratic PrefabAttribute way
Missed a material to commit
Merge from altlook_clamps
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Cleaned up ski suspension code duplication
Extra null check on GetIdealMountPoint
Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed.
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added alternate portable boombox now able to animate the volume knob, play button, rotate the cassette opening, power button and both antenna
included higher res textures and materials with custom settings.
prefab setup
Bunch of initial pet system refactoring work.
WIP fade in/out when hiding leg models at extreme view angles (works on alt looking and in the vehicle eyes mode)
Enabled first person with eyes on the modular car driver seat
Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles. On the other hand, icebergs (which are quite snowy on top) which were considered ice are now considered snow.
SnowmobileDriverSeat, set mounted animation speed back to 1