121,568 Commits over 4,048 Days - 1.25cph!
Add support for the title field of hero ads to use a url (500x500)
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
Fix wheel calc on snowmobile too
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Fixed modular car wheel method issues
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Secret front wheels. Realmed remove setup.
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Working on snowmobile physics
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excavator signal computer WIP
Change MLRS username overflow mode from Ellipsis to Truncate, since the font we use now has no ellipsis.
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2.5x increase in excavator production rate
Watch tower decay, health and craft time tweaks
Table craft price changes - no longer need metal fragments
Fixed missions UI enabled on first open and requiring double click to close
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Merge from SleeperMountingMergePt2
Revert setparent_mounting changes due to issues with mounting vehicles that are parented to something else
T3 techtree changes - MP5 cost and position changes
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TechTreeT2 electricity and car parts progress and fixes
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Steamworks / Steamclient DLL updates
merge from human_ai_combat
split off electricity and car parts from T2 techtree
More snowmobile setup, MountMenuVisible code in BaseMountable, other bits and pieces
Merge from FirstPersonSpectate
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Move all BradleyAPC.Targeting code inside #server, move AlwaysAllowBradleyTargeting check to server-side only
Update head look flag to fix merge conflict
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