135,815 Commits over 4,444 Days - 1.27cph!
Exposed toggle duck and auto walk in the options (defaults to off and unset by default respectively)
Move toggle duck to input class, now input.toggleduck
Temp visuals for rear tread suspension on the Tomaha as well (the other snowmobile has no rear suspension)
Hook up the temp ski suspension visuals
Setting up temporary suspension visuals
It was indeed a bug with FormerlySerializedAs and child prefabs. Hacked in a better fix. Here's the exact bug:
- Base prefab has the new name (isMobile).
- Child prefab has the older name (needsVehicleTick).
- Base prefab sets isMobile to true.
- Child prefab has needsVehicleTick on false.
What should happen: Unity erases the needsVehicleTick entry and replaces it with an isMobile one.
What actually happens: Unity won't let you change isMobile in the inspector on the child at all, and it carries whatever value needsVehicleTick was last set to.
My fix here: Erase the needsVehicleTick entries manually from the child seat .prefab file data. Looks good; they now inherit correctly from the parent's isMobile setting.
Unity seat child prefabs were very confused about how to handle the new isMobile setting - I'm guessing due to its use of FormerlySerializedAs? Hacked the .prefab files directly to fix it
Set isMobile back to true on vehicle seats. This is actually needed to update the position of the LocalServerPlayer. This fixes snowmobiles not always allowing dismount.
First pass on native support for an auto walk binding
Once toggled on will walk until the bind is pressed again or the player presses the forward or backwards keys
Works in vehicles as well
Add convar-based debugging for ValidDismountPosition
Snowmobile temp tread visuals edit
Added a warning if the selected item is already researched at the research table
Refactored panel logic to use less nesting
merge from /xmas_update_2021
subtract
67388 for clean merge
fixed double door garland pickup
Functional, but pre-polish.
Building brick skin prefabs setup - start
Building brick skin LODs/Gibs/Colliders files
pre-slow falling change checkpoint
ai combat state timing tweaks
Don't prioritise the last attacker in the assign to friend auth menu (turrets/bags)
Temp tread visuals setup for the other snowmobile. Remove the old temp visual wheel
Set up tread animation for the Tomaha.
Fixed screenshots appearing blurry if taken while the admin UI is open (triggering via a keybind would have bypassed this issue)
Reduce snowmobile performance with damage
Remove the TODO on healthFraction in BaseCombatEntity saying to rename it to healthNormalised. It's been more than six years, let's stick with healthFraction at this point.
Magnet crane can lift snowmobiles
Fixed RustButtons staying hovered if they are disabled in their OnRelease event (will need testing)
Expand tool storage in tool cupboard to 4 slots, can now store wire tool and hose tool
Update text on contacts sorting UI
Hide the cancel button on the loading screen when respawning
Add snowmobile rider protection (wood armour equivalent).
Set snowmobile decay time.
Always mount the snowmobile driver seats first
Fix Tomaha brake lights not showing up
Fixed timer accidentally left to a debug value
Remove temp lights from the standard snowmobile, confirmed only the Tomaha needs them
Don't automatically turn ground vehicle lights on when the vehicle starts (revert to previous behaviour)