31,186 Commits over 3,928 Days - 0.33cph!
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Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month)
Fixed another edge case of giant excavator overlapping rail
disable egg suit test sign
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Merge from official_server_analytics
Debug camera now uses forward/back/left/right input bindings instead of hardcoded WASD
Merge from new_achievements
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Larger Dog tags wm and tweaked culling distance
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
Removed water systems from bunker entrance prefabs.
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
Updating Steam libraries to latest
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.
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.
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
Moved magnet crane animator params to the base class
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.
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
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.
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.
Fixed glitching start/stop sounds caused by poor speed calculations in MagnetCraneAudio
Merge MagnetCraneUpdate -> Main
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Try reducing magnet crane interp snapshot count from 32 to 8
Merge MagnetCraneUpdates -> Main
Added demo.showLocalPlayerNameTag convar (defaults to off, saved)