branchrust_reboot/main/save239cancel
337 Commits over 30 Days - 0.47cph!
Remove constraint components on anchor bones (they don't do anything there)
Allow a bit more angular movement on the 01, 02, and 03 chains
Bias the rotation constraints on Z axis a little bit for 01 and 02 to reduce clipping
Fixed underwater lab moonpool prevent build volumes reaching out of water
Fixed a thrown salvaged sword that sticks into the tugboat ceiling causing the tugboat to fly
Solved satchel charges sometimes attaching to invisible lights on the Tugboat
Tweaked water pump placement
skinning tweaks, fixed hole under helmet 03, better armpits. various other skinning tweaks
Skip dead vehicles in vehicle auth check (so anyone can pick up deployables from them)
Fixed sleeping bag deploy check being too strict on the tugboat
Fixed loot clipping on ferry_terminal
S2P
Menu background videos - ferry terminal + tugboat
Greatly reduced the total amount of LODGroups on the Tugboat
Adjusted Tugboat LODs, cull from further away
Mark tugboat_a_interior_gibs as read/write
Set tugboat controls canvas sorting order to -1 to fix glass transparency issues
Increased the mass of some world models to more realistic values to improve physics interactions (particularly with Tugboat), and so we don't have stuff like duct tape and apples weighing more than shotguns and flamethrowers.
Increase the angular drag of the tugboat if the engine is off, leads to a more stable surface while idling
Increase the size and buoyancy of several of the buoyancy points on the tugboat
Fixed one buoyancy point being out of line with others, should hopefully lead to a firmer ride when going through waves
Update BurstClothHitboxCollision to set the simulation space to the player for held/holstered entities
Update FP.BurstCloth (simulation space bug fix)
Tweak ghost costume cloth material
Tugboat, don't parent Debris layer stuff. It seems to work more reliably without parenting.
Fixed paddle world model collider not being on the root transform
Fixed DroppedItem throwing an exception when the collider isn't on the root
Fixed incorrect locations for server side fuel pod colliders on scrap transport helicopter, fixes erratic flying behaviour
Likely a merge issue
Fixed corrupted tugboat prefab
Prevent any more deploying on tugboat after it reaches 0HP and enters 'corpse' state
Edit to my inventory loadout only
The tugboat can now be pushed if it is off, the player isn't standing on it and the player is authed to the boat
Regenerate gib shapes, will fix r/w error
Tweak diver ak cloth parameters
Rowboat bow splash FX iteration.
Tweaked static tugboat deck vertex color to match the driveable version
Rebaked the LOD textures to include the new wooden deck
vm diver ak - rig updates, skinning updates, burst cloth and setup updates (still disabled)
Update FP.BurstCloth (lerp root bone positions while simulating)
Updated "Glass/GlassTransparent" shader to respond to vertex/particle color and opacity
Fixed oilrig flames visible through thick fog
Fixed underwater sunken barge shader issues on glass
Updated tugboat_props_metallic texture to match changes made to the original variant
Removed the two extra CameraUpdateHook components from Main Camera prefab
Made monument topo bigger around road node
Force lighthouse to be at least 100 meters away from other monuments
Fixed water pump placement issues (stating water too shallow when it wasn't)
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Fixed WaterSystem.Trace NRE on maps that don't have a water system
Cherry picked
84175,
84176 => Fixed base UV affected by emission UV; Emission toggle not disabling emission