121,312 Commits over 4,018 Days - 1.26cph!
Added world colliders for the end railings on the wagons
Re-disabled vehicles parenting to other vehicles for now (was recently enabled on train wagons, flatbeds, scrap heli). There are issues around velocity when entering and leaving the triggers that I don't have the time to solve right now. It would be nice to support minicopters being carried on train flatbeds among other things, so I'll enter this as a task for the future.
Merge from spraycan_merge2
Fixed a couple of bugs with vehicle trigger parenting
Scene backups and directory cleanup
Fix rotation while in orbit mode
Potential solution for camlerp while parented, movement feels slightly different but it might be good enough
ScrapTransportHelicopter terrain collision proxy script
Fixed mag drop effect (also needed to be in local space)
Updated the scrap transport heli server-side world collider setup to include the gap at the back, so that other vehicles can plausibly be loaded in.
Correctly sort the clan member list by their role's rank (local backend)
Fix creating clan members choosing the wrong default role, should be the lowest rank (local backend)
Don't create an officer role by default (local backend)
Fixed rifle shell eject effects appearing in wrong place (several emitters were in world space, somewhat counterintuitively all of these emitters need to be in local space)
Removed train wagons from my test map
Fixed spray duration convars incorrectly using hours instead of seconds
Research table will reset properly if the server shutdown while researching an item
Normal CCTV station will grab every static rc camera on the map. Swapped Vis.Entities() to manual iteration of all cameras to avoid physics casts across the whole map. Existing static cctv stations will keep existing behaviour and only grab cctv cameras around them.
SAR viewmodel adjustments
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Remade the west megacliff mines to fit the new cliff shapes and fix clipping.
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Revert the wearable LOD4 commit. Not going to be worth it with the fixed LOD ranges we have for all wearables.
Added support for LOD 4 in Wearable and SkeletonSkinLod
correct positioning for all attachments on player entity, updated anims and animator
Adjusted autospawns in the desert to make it more of a desert.
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Fixed shore distance scaling causing physics queries to be inaccurate.
Finished first pass of AI setup.
Prefabs, scenes, s2p.
More ai data.
Movepoint + coverpoint editor convenience tools.
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merge from hapis_conversion
Possible fix for missing text on pickup notices
Adjusted flatbed parenting triggers
Lowered modular car flatbed world colliders
Enabled vehicle parenting on other vehicles as well: Modular car flatbeds, and the scrap transport heli. If you can get a vehicle in there, might as well let you carry it.
Saved camera states now store the parent entity and bone name, will attempt to restore the parent and local space position/rotation if the entity can be found
Fixes "Return to start position" option when recording a shot while parented not working
- Added support for vehicles to enter the parent triggers of other vehicles (somehow we've never needed this before!).
- Now that we support it, added parenting to trains so that e.g minicopters can land on trains without sliding off.
- Cleaned up BaseMountable a little, removed some very old commented-out code.
Hide the logs tab if the player doesn't have access to it
Show last seen down to the minute since we have online statuses now
Refresh clan info periodically while the UI is open so the online/last seen text updates
Wait one frame in TriggerParent when killing the player. Fixes the player not being able to respawn properly after falling asleep and dying in the same frame
Maintain a list of user IDs that are connected across the nexus
Correctly set the online flag for clan members when they are online in a different zone (when running as a nexus)
Added blockRectTransformChange bool to TMPro labels, when true the label will no longer react to RectTransform changes (itself or parent)
Enable this on item pickup notices while processing the layout on the vitals UI, as adjusting the position of the parent UI root was triggering a full layout rebuild of all text inside the pickup notices