branchrust_reboot/main/parachutecancel
223 Commits over 457 Days - 0.02cph!
Updated locker to 42 slots to fit new parachute slot
Updated locker behaviour to only allow backpacks in the new slot
Updated both deployable and camper versions
Fixed supply drops missing their parachute prefab, as that prefab is now the player parachute
Added the old parachute prefab back in, it's no longer an entity (see parachute_supplydrop.prefab)
Supply drops now just turn their parchute on and off with a flag
SAM sites can now target parachutes
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Fixed parachute not being able to be worn with a regular hazmat
More entering network range checks
Potential ClientOnPlayerMounted NRE fix
Made some very temp placeholder changes to the unpacked parachute model
Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
Apply damage to the player when the parachute is destroyed due to a collision based on the collision force
Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
First pass on parachute falling faster and becoming harder to control as it takes damage
Update the players wear container capacity if loading a save from an earlier version
Add some temporary LODs to the parachute so it renders from a distance
Increase hits required to take down a parachute - now around 15 rifle shots
Increase size of parachute hitbox and fixed some misaligned boxes
Fixed debug.spawnparachutetester not working after slot change
Mearge from parachute/wear_slot
Added a convar to disable the landing animations
Added position support for the animated screen shake
Update first person landing animation to match third person anim
Fixed hands staying visible after landing
Snappier landing animation when landing the parachute
More transition rule changes
Testing out a heavy landing animation, implementing via a full body non looping gesture that's triggered by the server on landing
Fixed an issue where the animator would transition to the parachute mounted animation instead of the deploy animation
Unpacked parachutes now start decaying after an hour, takes an hour to fully decay
Apply unsaved controller change
Fixed parachute backpack getting duplicated while deployed
Fixed parachute rig getting stripped when set up in a wearable
Parachute vehicle now has access to a ParachuteController component that can handle the animator
Added forward and right parameters to parachute animator
Fixed parachute not properly disengaging when the player hits water
rigged parachute, deploy anim, animator setup, added to backpack deployed prefab
Players can no longer dismount the parachute for a second after deploying the parachute (see BaseVehicle.AllowPlayerInstigatedDismount)
Prevents accidentally dismounting the parachute if player is spamming the Space key to deploy
The player can still be dismounted during this window via other means (hitting something, getting shot, etc)
Only run the landing camera animation if the player is dismounted due to a collision
Fixed animated screen shake not working properly, now has to be parented to a player to work
WIll only apply to the camera if it's parented to the LocalPlayer
New screen shake component - AnimatedScreenShake
Takes an AnimationClip, caches the rotation curve values at edit time and then replays the animation at runtime via the ScreenShake system
Not quite working yet
Fixed parachute not disengaging if it hits the ocean
Fix first person camera calculating wrong rotation when the player flies through a parent volume
Parachutes can no longer be parented
Add a very tall diving tower to craggy for testing
Add analytics: start height, distance travelled, flight time
Added an animation based collider system for handling the parachute colliders
A lot of the visual parachute motion is now handled by the player animation, not the vehicle so this adjusts the colliders to match the visual based on the current input
For consistency this animator runs on both the server and client
Fixed colliders not matching new art
Fixed first person camera changing height incorrectly if player is in water while a parachute is equipped