122,298 Commits over 4,048 Days - 1.26cph!
FIxing a 0.1 offset on square ladder hatch prefab
Apply auto panel closer component, it's a better fix than the one from earlier today
Merge from firstpersonspectate
Merge from viewmodel_aspect_clipping (less vm clipping at ultrawide aspect ratios)
Fixed incorrect skin ID being applied when switching from a redirect skin to a non-redirect skin that isn't the default skin
Went through all existing GameTips and made them all conform to the same grammar rules (which generally seemed to be: For single-sentence phrases, use no full stop at the end of the phrase. For multi-sentence phrases, use a full stop at the end)
Snowmobile tooltip now shows when going to bad terrain from good.
Fixed ground watch regression preventing sprays from being cleaned up when the entity they were attached to was destroyed
Enabled sprays on trees (tree destruction now triggers OnPhysicsNeighbourChanged callback to nearby entities, will need to monitor for unintended side effects/performance implications)
Small stabilising force edits
Raise the world colliders so they stop interfering with the wheels
Fixed being able to spray on the MLRS
Fixed incorrect VM spray colour when spraying at something that's invalid
Don't allow sprays on colliders with ColliderInfo that aren't marked as opaque (fixes being able to spray on a variety of invisible colliders at monuments)
Close reskin dialog if player is wounded/dies
Add a plane depth check to prevent sprays on some problematic monument colliders
Close reskin dialog if the entity being reskinned is too far away or destroyed
Can no longer open the reskin menu if mounted
Fixed some cases where valid sprays would get incorrectly rejected on the server
Don't allow sprays on moving doors (water treatment)
Spray direction is no longer affected by alt looking
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some extra changes/improvements and optimisations to the snowmobile
separated out the belt drive and baked it down into the tracks and now uv offsets with the tracks
merged the fuel gauge uv's and textures into the snowmobile uv's and textures now that the tracks and belt drive have been separated
saved on a bunch textures and materials, removed all unnecessary textures/materials
updated snowmobile prefab
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Little bit more scene stuff
Porting some ideas from my physics branch
Improvements, driving feeling pretty nice and smooth even at server tick rate
Basic stabiliser bars sim (anti-roll)
1.1 blend factor didn't save properly on some materials
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Fixed cliff/formation materials having all kinds of different shore wetness falloff settings, and instead made them all be consistent with the terrain settings
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Another driving physics experiment
Additional colliders for stair modules to make movement smoother
Created LODs and colliders for all new walkway modules
Prefab setup