199,207 Commits over 4,140 Days - 2.00cph!
Merge Main -> MagnetCraneUpdates
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Higher threshold for bumping
At minimum strength, still weight the animation at at least 30%
Changed snowmobile bump animation to use layer opacity
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Average the bump anim velocity values a little - compare the two most recent with the previous two
Footstep placement bug fix.
Failing to save jpeg screenshots/posters actually says that it failed in console
merge from server_browser_tag_filter
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Clothing Layer guides WIP
combat state design files, pet command list update.
Fix for pet not getting released correctly clientside
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Allow bumps to play a little more often
New (better?) bump anim trigger code
Scrap the recent velocity array, use a single value instead
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Only bump on velocity reductions
Improved PlayReactionAnim parameter code
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
Make the tag query exclude unselected options for mutually exclusive tags
Example: searching for monthly will exclude biweekly and weekly in case some server has all of them specified for some reason
Also fix servers not refreshing when changing tag filters the first time
Merge from keycard_anim_improvement
Fixed keycard entity model using a RendererLOD instead of a LODGroup (it moves, so it can't be a static RendererLOD)
Added support for third person keycard model to change colour to match item (used to only show red)
Swiping a keycard now triggers the attack animation
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
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added new params (forwardReaction and rightReaction) for driving, hooked up to reaction anim blendtree, removed reaction state and transition from sitting state
Disabled the bump anim code again until the new system is set up.