31,157 Commits over 3,928 Days - 0.33cph!
Merge from main/excavator_props_fix
Merge from main/console_window_improvements
Merge from main/HAB Door gib fix
Merge from main/texel-density-fix
Merge from main/wall_debris_fix
Merge from main/siren_light_fixes
Merge from main/mini_push_fix
Merge from main/attackheli_turret_parent_fix
Merge from main/incendiary_fall_fix
Merge from main/detailed_vehicle_dismount_times
Merge from main/conveyor_locker_clothing_fix
Merge from main/ExtraDismountCheck
Merge from main/underwater_labs_floor_fix
Merge from main/global_networked_bases
Merge from main/map_markerlist_fix
Merge from main/ghost_sheet_fixes
Merge from main/reflective-material-type-fix
Merge from Attack Helicopter/kill_attribution
Added translucency to corn plants
Merge from dof_exposer_improvements
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Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded
Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders
Fixed some IK weirdness during parachute deploy animation in third person introduced in
87586
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot
Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
Merge from dof_exposer_improvements
A couple of very minor edits to buoyancy.cs
Make certain that we never shore drift RHIB on cargo ship
Don't do world edge repel on kinematic rigidbodies
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
Admin tools now also allow disabling the Performance Text UI
merge from cached_server_browser_2
merge from wr_scale_fixes
merge from parachute_dismount_improvements
merge from water5-black-flicker-fix
merge from global_networked_bases
merge from /building_skins_3/building_skins_4
merge from building_skins_3/building_skins_4
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Updated ingore config to include full path to midi binds config
merge from Attack Helicopter
merge from haircap_shadow_fix
merge from Attack Helicopter
merge from weaponrack_io_display_fix