108,634 Commits over 3,867 Days - 1.17cph!
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
Fixed some inconsistent behaviour with the toggle play input on deployed boom boxes
No longer show health bar on new voice props entities if health is full
Updated PlayerModel collider for crawling.
Wearables that are marked to hide in Eyes view will no longer hide if the player dances while the debug camera is active
Missing codegen to fix defaults
Fixed microphone stand world model (use burlap sack)
Merge from voiceprops/dlc/radiolist
Increased the player's visibility culling radius for crawling
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more voiceprops viewmodel & item sounds
voiceprops mixer dsp tweaks
Added injureplayer and recoverplayer console commands, similar to kill vs. killplayer
airfield scene/prefab update
Added a new door frame to train_tunnel_stop_b_72m piece
Bypass tunnels / LODs and colliders / prefab setup
Sleeper collider minor edit
Set up an more accurate collider for sleepers using the new axis option
Allow player collider to be on a different axis. Set up the collider shape and size for crawling.
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
Added airfield AI prefab to airfield monument scene. S2P on airfield.
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
Merge from voiceprops/dlc
Added the large disco floor variant as a skin
Repair bench will reskin an entire stack of items instead of reducing the stack to 1 (redirect issue)
Moved colour gradients from DiscoFloor component to DiscoFloorColourLookup component
Full collection achievement implementation
If server saves while player is wounded, just have them die on load. They were getting stuck in wounded state forever.
Save BoomBox.BacktrackLength server convar
Audio entities will now use the connected audio entity of any other audio entity they encounter when backtracking, should reduce hops and allow further chains of audio entities
Improved fix for picklechuting
Boom box decay while playing music now respects Decay.scale convar
Further prevent picklechuting by ignoring wounded damage immunity if it's fall damage
Fixed power input slot name on disco ball
Re-check majority damage type when progressing from crawling to incapacitated state, not just when going from healthy to wounded (crawling)
Revert the previous poisoning commit to prevent "pickle cave diving"