121,330 Commits over 4,018 Days - 1.26cph!
Consolidated some interaction checks
Don't allow interacting with other entities while using the mobile phone
Can no longer open map, use chat or gesture while using a mobile phone (these didn't really work anyway)
Wounded system changes:
- The player is only incapacitated when looted, falling, or in deep water
- Crawling: The player goes straight to dead state and ragdoll when 0 HP, no more going into incapacitated.
Replaced chippy builtin radio with compressed files
Manifest, removed meta file
Manually lazy init the skin approval list (no more static constructor)
Catch and log exceptions when building the approval list
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Fixed some mesh gaps in bypass transitions
Fixed bug with options menu not updating properly to reflect code set convars.
Extended bunker entrance building blocker volume
Tweaked bunker ladder volume
Cleaned up bypass tunnel prefabs / tweaked some lights / made new doors easier to spot
Clamp render scale between 0.5 and 1.0
Fixed crawling player not adjusting direction well in third person due to the slow speed giving it a zero corrective weight in the PlayerModel rotation update
merge from save214 (Staging wipe)
Fix crawl collider radius offset bug
Fix forced duck regression
Revert the capsule axis change support from BasePlayer and from PlayerWalkMovement. Too much added complexity and unknowns, let's see it we can do this more simply.
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Merge from voiceprops/dlc
Merge from voiceprops/dlc/discofloorskin
Disconnect web stream if we encounter an error
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
Fixed internet streams not resuming properly after being disabling by the global allow streams option
Fix player collider mismatch
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
Fixed cassettes with no content restarting when toggling censor recordings option
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
Fixed some inconsistent behaviour with the toggle play input on deployed boom boxes
No longer show health bar on new voice props entities if health is full