122,445 Commits over 4,048 Days - 1.26cph!
merge from missing script hunting
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Remaining inland cliffing north of river fork
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Fixed water clipping issues, various seam fixes etc.
manifest rebuild - build times
merge from save219 (Staging wipe)
Fish can now be sold for more scrap at fishing village exchange
MP5 NPC drop chance lowered slightly
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persistance++ (Blueprint wipe)
merge from forest_density_testing - needs more testing but will tweak as needed
Raised excavator spawn priority
S2P
Added a button to spectate a player in the player info panel of the server admin F1 tab
Hide hero interaction elements when using main menu navigation.
Adjusted title texture position.
Merge from first person spectate
Add support for the title field of hero ads to use a url (500x500)
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
Fix wheel calc on snowmobile too
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Fixed modular car wheel method issues
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Secret front wheels. Realmed remove setup.
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Working on snowmobile physics
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excavator signal computer WIP
Change MLRS username overflow mode from Ellipsis to Truncate, since the font we use now has no ellipsis.
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2.5x increase in excavator production rate
Watch tower decay, health and craft time tweaks
Table craft price changes - no longer need metal fragments
Fixed missions UI enabled on first open and requiring double click to close