133,449 Commits over 4,293 Days - 1.30cph!
Car and door keys now act like notes, so users can add custom text info to each key
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Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
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Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
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Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
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Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
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More work on car keys/locks
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Clamping LOD level support to 8 max, RendererInfo includes more information, updated the test scene to generate from a list of monuments.
Added conversion utilities for all the other LOD components etc.
fixed boat mesh (holes) and collider
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Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
vehicle missing key start failure sounds