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Removed the clientCollider/serverCollider code from BaseBoat. Since we now rely on convex colliders at all times, it's no longer needed.
Opening/closing doors while crawling now takes three seconds
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Fixed a couple of prefab import issues
- Camper code review: Adjusted name and description to match the others.
- Made modules user-craftable by default instead of overriding the setting on each one.
Camper code review: Moved icon
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Updated MLRS greybox hierarchy
MLRS greybox update / added rocket greybox
Don't log an error when Razer Chroma isn't installed
Log errors instead of rethrowing (probably fixes RGB errors)
Merge from general_qol/signs
Ocean mesh LOD switching, fixed seams.
Added support for photo frames
Refactor signs to use ItemModAssociatedEntity to save content while in inventory
Works a bit differently to cassette/photos, only creates the associated entity if the sign is picked up with content on it
Removes data from FileStorage if the item is destroyed (the old implementation couldn't do this)
Now supports picking up neon signs, saves all frames
Fixed seats sometimes loading in the incorrect position
Fixed sleeping bag cluster markers not properly populating
Cleanup, remove parenting volumes from prefab
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military tents final art (LODs/Colliders) and prefabs setup
Basic support for picking up player painted signs and retaining their texture
Only covered basic signs right now, picture frames and neon signs still unsupported
- Added VehicleWorld layer to Cargo Ship parenting, so that vehicles on the deck parent to it instead of trying to slide off.
- Fixed modular car wheels spinning when sitting still on top of moving objects (like cargo ship)
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Fixed some cases where the occupied UI wasn't showing when looking at a submarine
Don't show swap seats option on duo submarine if all of the seats are full
Only show occupied if the player is looking in the appropriate direction
Move the MLRS at a preset max rate on the server instead of instantly
- Player now moves the target point rather than rotating the MLRS directly, and the MLRS then tries its best to aim at that target point
- Map colour changes
- Map not shows both the target hit point and the projected true hit point (can mismatch if MLRS is still turning, or there's terrain in the way)
Added a new Flag_FullCapacity to vehicles
Don't show the mount option if a vehicle is at full capacity
Show a new occupied option with a cross when looking at a full vehicle (does nothing)
Added a new Reserved flag as BaseVehicle and it's inheritors were using every reserved flag
Fixed an NRE when loading
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