199,279 Commits over 4,140 Days - 2.01cph!
More safeguards when loading language files
Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
Merge camera culling change from Vehicles -> Main
Cull the Vehicle World layer on the main cam
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Steering and damage adjustments
Final collision adjustment
Use prevent building box collider on the static car lift, matching the deployed version
Transfer chassis damage evenly between modules
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Collision damage adjustment again
Collision damage changes. Catch large damage events more reliably
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Immediately after instantiating the UI, disable its root game object, then enable it again. The time spent in UI every frame will then drop by 0.5ms.
Adjusting collision damage after testing
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
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Increase average collision damage further
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
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Add Vehicle World layer to the Main Camera culling mask.
Merge from Main -> Vehicles
Add EnvironmentVolumeProperties to WhatUsesLayer
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Fixed Entity.AdvanceFrame crashing the game with invalid sequences
Fixed Lua errors from PositionSpawnIcon with bad entities
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self-controlled func_tank obeys ai_ignoreplayers 1
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Increased MAX_MAP_MODELS to 4096
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Save/load dof dist with camera state
merge from building_blocks_2020_surfacefixes
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed