202,005 Commits over 4,171 Days - 2.02cph!
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
Merge from Main -> Vehicles
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
Spiral stairs + ramp surface type fixes
Fix PatrolHelicopter realmed remove
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
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.
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Fixed unmountable bandit town sofas
fixing seat module LOD side panel clipping thru the frame
app.info fixes: was giving an NRE because the companion server was not running
Truncate server hostname for pairing notification
Wolf Fur setup
Wolf Material tweaks
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Fixed double "expected" in VMatrix.__mul type error
Increase MAXSTUDIOFLEXVERTS to
65536
Added ConditionalModelFallback (model to use when no other conditional models can be used)
Cherrypicking a texture change for main