122,115 Commits over 4,048 Days - 1.26cph!
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.
More mid area splatting & fixes
Merge from powerline_zipline
Discarded prefab monuments, will need to redo S2P
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 from spraycan_merge2
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Merge MagnetCraneUpdate -> Main
Fixed magnet crane oneshot audio playing too often
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Removed the input blocking after the magnet crane collides with something, leaving it to just prevent the movement instead. Fixes the case where the magnet could kind of 'dig in' its collision and end up not being able to move back out.
Merge from rail_network (just baseline, leaving out branching / side rails for now)
Road tint consistency fixes
Mountain road polish/fixes
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Airfield increased view distance of exterior fill lights
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Updated bones script (auto root bone) and greybox scene
Track ore nodes being harvested (include tool type as well)
Track tree kills (by weapon type)
Categorize GunTrap
Fixed npc deaths being logged as player deaths
Refactor death stat to recognize per weapon auto turret deaths (eg. player was killed by an auto turret with an mp5)
Track all items that are consumed by players
Fix shark categorize string for analytics
Sharks are now considered NPC's
Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)
Removed the the map snowmobile
Merge Main -> MagnetCraneUpdates
Move custom demo systems to a new partial script to reduce conflicts when merging from main
Removed orphan DebugEx timer
Enabled saving on y temp train and carriage entities
Make sure the wheels start at zero rotation
Update changed wheel bogie positions when received even if the train is off
Fix rear bogie jitter from using world instead of local rotation
Added missing time parameter info
Smoothed out train bogie rotation using the new generic interpolator
Merge Main -> Rail Network
Try reducing magnet crane interp snapshot count from 32 to 8
Merge Main -> rail_network