32,159 Commits over 4,018 Days - 0.33cph!
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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.
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