114,318 Commits over 3,959 Days - 1.20cph!
Reduce clearance check size (radius 1.5m->1m, length 10m->6m)
Added an additional sphere check above the player to check for clearance (2m radius, 3.5m above player)
Can now hold down Space while falling to deploy the parachute as soon as possible, the parachute will check it's clearance every frame instead of the player having to spam the Jump key
These changed restrictions now allow parachute jumps from powerline pylons at certain angles as well off the cliffs overlooking Water Treatment
Attack Helicopter gunner can now press reload key to reload gun and rockets early
Fixed inventory.clearloadout looking for a second argument when the help only lists one (eg. "clearloadout jim jim" would work, but "clearloadout jim" would not)
Fixed the unparent fuckery on the launcher attack.
Timing improvements on the rocket engine ignition.
Convert SeekerTarget into a static dictionary instead of a component that gets added
Disable emission on gib materials. Fixes attack heli gibs having headlights on
Update the holster offset of the hml
Protect turret interaction when there's a driver
Fixed incorrect reload time on homing missile launcher
Show gibs every time the parachute is destroyed in the editor, in builds use the proper behaviour and only show it when the parachute runs out of health
Added an extra fallback if the player still has the parachute model displayed and they are no longer parachuting
Don't spawn the unpacked parachute version if it's going to have 0 health
Spawn parachute gibs if the parachute is killed with 0 health (currently spawns some brick gibs until we get a proper gib asset)
Removed bottom collider on T2 workbench to restore previous broken legacy behaviour (allows placing a small wood box underneath that clips through the shelf)
Unpacked parachutes now float and have a low centre of mass so they are less likely to flip over
Added parachute backpack lods to deployed prefab
player anim updates, updated parachute rig (with handle fix bones) & updated anims, canopy fbx update, ik targets updated on deployed prefab
Raised WorkBench 2 under-table colliders to make space for a wood box again. This doesn't actually fix it though - there's something else still going wrong.
Rocket & attack prefab fixes.
Added lods to parachute backpack (not in deployed backpack yet)
Backpack slot in inventory now hides if underwear picker is enabled
Added a new backpack slot icon
Merge Main -> Attack Helicopter
Fixed early exit in AttackHelicopterTurret InputTick + some code cleanup.
Merge Attack Helicopter -> Main
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Merge from analytics_aug_23
Implement clan leaderboard UI
Resolution/compression tweaks.
Merge from main -> global_networked_bases
Merge from main -> analytics_aug_23
Added an attack prefab for the homing launcher, instead of it using the RL one.
Pos fix & FX prefab update for the positioner.
Added root position entity for FX spawning.
Increase scale of "highlight" effect so it doesn't clip into the mesh
Disable instancing when upgrade gibs effect is happening