branchrust_reboot/main/parachutecancel
223 Commits over 457 Days - 0.02cph!
Use first person with arms view while flying the parachute, use new IK fix for first person arms so it all syncs up nicely
Fixed some issues in the last commit
Don't do hand IK during the parachute deploy animation
Added new SetParameterAnimatorBehaviour component, should be useful in the future
added anim for canopy with handles tucked in
IK hands to handles (still a bit broken during the deploy, will fix next)
increased player input scale ( after dampening player anims)
Fixed regular hazmat tank not getting re-enabled after unequipping a hazmat (pooling issue)
chute anims and animator update
Assigned canopy blend tree to correct animator
Fixed copying over values, values on canopy animator shouhld now perfectly match body values
Reverted collider animator change
added 1st pass handle anims for parachute, updated animator
Decrease radius of parachute deploy check again (2m->1.5m) length of check (15m->10m) and start the check 2m above the player to try and avoid deploying the parachute directly into overhead obstacles
Add server.canEquipBackpacksInAir for debugging, trailer purposes
debug.deleteEntitiesByShortname now deletes entities with no gibs and is case insensitive
Fixed being able to equip parachutes while currently mounted to a parachute, also fixed not being able to equip parachutes while swimming
Added a range overload to the deleteEntitiesByShortname convar, eg. "debug.deleteEntitiesByShortname woodbox_deployed 50"
Not passing a number will delete all on the server
Resaved locker lootpanel to fix two missing panels
Reduce input lerp speed (10->4)
Adjusted animation input scale to 0.75,0.5
Keep the backpack inventory slot always visible
Update parachute description
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy
Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
Add an extra slot to the clothing section of player corpse to account for backpacks
Fixed loadouts window not properly assigning loadouts when using the filter
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fixed parachute camera motion not getting applied to first person spectating
More closely snap the camera to the accurate perspective when spectating a mounted player
Parachute seat no longer pauses mounted animation
Update backpack slot icon in inventory and locker panels
updated player gliding anims and hooked up in player animator
Increase size of parachute renderer bounds
Fixed the parachute not appearing properly in demos after scrubbing
Add debug.deleteEntitiesByShortname, eg. "debug.deleteEntitiesByShortname parachuteunpacked"
Deletes all entities with a matching shortname/prefab name
More performant than the "del" command
Added a text filter to the loadout tab of the rust editor window
WIll always show the currently selected loadout regardless of filter
A player now has to be on a solid surface to equip something in the backpack slot
Includes a translated toast if the player attempts this to explain the restriction
Being seated in a vehicle or standing in the back of a scrap transport helicopter counts as a solid surface
Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
parachute.bypassrepack now forces the parachute back into the parachute slot
Fix parachute not playing animations for non-local players (including all players in demos)