31,186 Commits over 3,928 Days - 0.33cph!
Reflex latency marker fix
Reflex latency marker fix
Reapply build folder cleanup (fixes old catalogue files sticking around after subtract)
Merge from SteamNetworking_MultiLane_4
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Show the player who recorded the demo's nametag when in a demo and in debug cam
Fixed "Client integrity violation" when connecting to staging server
▋▍█▄▅ ▅██▇▄ ▋▅▍▍▌ ▆▉ ▉▄▄ ▉▌▍-▋▇▆ ▍▇▆▄.▄▋▋ ▌▉▍ ▉█▄▌▋ ▄▉▋▍▅▊
subtracting
69424 due to multiple errors
Merge from spraycan_restore
tweaked landmine positioning
Merge General QOL -> Main
Merge General QOL -> Main
Merge from mount_instrument_fix
Merge from instrument_disable
Applied updated landmine model, icon and desc
Phrases
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
Re-check UpdateFullFlag after mount points are spawned in. Fixes the following bug:
- Server crashes while player is mounted.
- Server loads save and dismounts the player. UpdateFullFlag is checked due to the dismount, and currently loaded mount points are zero, so the vehicle has zero mounted but nevertheless is "full".
- The mount points are then loaded
- Vehicle is now stuck thinking it's fully occupied
Possible fix for Water_GetHeight crash when disconnecting/switching servers
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tweak modular vehicle texture
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open
merge from deployed_recorder_nre_fix
Fixed magnet crane jittery driving feel (due to interpolation setting). Non-movement rotation is still jittery, that's a more ingrained issue.
Magnet Crane turning was still feeling too fast on a live server. Removed the additional steering torque.
subtracting cs
69132,
69093,
69091,
68657,
68908 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
subtracting cs
69132,
69093,
69091 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
merge from LoadingScreen_02 (minor fixes)
merge from LoadingScreen_02 (fixes / improvements)
Minor magnet crane tweak after further testing
Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
Magnet crane braking/steering
- Fixed controls working while magnet crane is still starting its engine
- Completed magnet flag TODO
Simplified magnet crane steering code - use torque force only
Magnet crane brake power increase + minor code edit
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
Magnet crane rigidbody edits
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.