Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs:
-TriggerVehiclePush:
--powerplant_1: 2x VehiclePhysBox
--water_treatment_plant_1: 2x VehiclePhysBox
--sliding_blast_door: VehiclePhysBox
--CargoShipTest: BowTrigger
--door.double.hinged.metal: 2x VehiclePushVolume
--door.double.hinged.toptier: 2x VehiclePushVolume
--door.double.hinged.wood: 2x VehiclePushVolume
--gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush
--gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1)
--wall.frame.garagedoor: VehiclePhysBox
-TriggerVehicleDrag:
--junkyard_1: Damage objects on all the barbed wire
--barbedwire_set_bend45: damage
--barbedwire_set_bend90: 3x damage
--barbedwire_set_SShape: damage
--barbedwire_set_straight300: damage
--barbedwire_set_up90: 2x damage
-VehicleLiftOccupantTrigger:
--Vehicle_Lift: OccupantZone
-Deploy Volume OBB:
--HitchTrough.deployed: volume(3)
--ChippyArcadeMachine: deploy_volume (1)
-CrushTrigger:
--ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't)
-SpawnHandler:
--spawn.v2: Placement Check Mask, Bounds Check Mask
--spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask
Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.