31,186 Commits over 3,928 Days - 0.33cph!
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
Conditional Reflex UI fixes
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
Don't let ESPPlayerInfo entries get stuck in the queue
updated player keycard override controller with same idle pose as other weapons
fixed feet glitch on player attack intros
Disable the Magnet Crane Animator when its Rigidbody sleeps.
- Fixes the crane mostly not sleeping (wakes soon after it's put to sleep).
- May fix the crane doing crazy movements when it does manage to sleep.
Fixed Always Sprint affecting sprint-key input on things other than player movement
Added physicmaterials to the magnet crane base colliders
Magnet crane now using Continuous instead of Continuous Speculative
Fixed magnet crane jitter following recent wheel changes
Fixed bug introduced in the merge from misc_optimisations2 that causes animals to float visually client-side.
Slightly darkened BuildingDark, BuildingVeryDark and Building settings to compensate for contrast changes
Lowered contrast in temperate biome post process
Enabled high definition range on temperate and arid profiles
Allow left/right mouse button magnet crane arm movement while driving it
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
Some adjustments to magnet crane driving/physics behaviour/feel
Lower magnet crane COM to make sure it never spawns and falls over
More Thread -> Tread renaming
Magnet crane suspension edit. Less wobbly, more stable.
Fixed modular car lift panel not opening anymore when interacted with while there's no car on the lift
Don't auto select the held item when opening a loot container
Added more HasOccupant checks (catches if carOccupant is null) to ModularCarGarage.Server
Improved magnet crane fuel calculation
updated import settings for new music clips
Brightened BuildingVeryDark, BuildingDark and Building environment volume types
Slightly lowered brightness transition speed between volumes
Changed gas station environment volume to BuildingDark instead of BuildingVeryDark
Menu options are hidden based on Reflex availability. Implemented requested Reflex changes.
fixed loading screen text translation overflow issues
▌▆▌▄█▆█▊▍▉▅ ▉▋▆█▌▅▌▊▌█▅▍▋▋▊_▆█▋▊▋▄▊▇▌_▅
Fixed a number of overflow issues on the loading screen
▅▅▍▉▇ ▄▆▅▅ ▍▍▄▍▉▉█▆██▅▉█▋▇_▄▅▆▅▌▄▅▆▌_▅ (▇▌▌▄ █▅▌█ █▍ ▄▍▌▋▉▋▋▋ ▍▍▇▋▇ ▊▉▅ ▌▅▇▄ ▋▋▆▋ ▅▊▉▆ ▍▆▆▄▄▌▇▄▆, █▊▄ ▆▇▇ ▌▌▊█ ▅█▇▇ ▊▅▇▅ ▆▋▅▉ ▌▅▉▋▊ ▊▆▋▉▇█▌▇ ▉▇▌██ ▇▍▉▆▇▋▊ ▍▉ ▌ ▋▊▄▇)
Fixed first person with arms perspective not working with first person spectate
Display state and clip name when using the cinematic_list convar
Should autopopulate in a build but also added a right click DoPrepare menu option on the PlayerModelCinematicList component on the player_model prefab
merge from LoadingScreen_02
Fixed missing passthrough name on DLC industrial wall lights
Restored some background videos
merge from main/moremusic
Added tool for Petur to manage material swaps
Magnet crane reverse steering improvement
Reduce magnet crane collision damage taken
Gave magnet crane wheels some more travel and adjusted wheel height
spawnfixes merge to main + skin stuff