33,522 Commits over 4,140 Days - 0.34cph!
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Prevent players without key/lock authorisation from pushing cars that are in safe zones
Open fuel is always default interaction when looking at fuel container on minicopter
small wooden box can no longer be deployed inside trees
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Large banners now decays when placed outside of building priv
Fixed HBHF sensor not receiving damage (incorrect bounds)
Adjusted engine part spawns to match how many are needed in an engine
removed scrap from recycle from T1 and T2 engine comps
Reduced crafting costs / repair costs of car modules
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
Merge from network_lerp_4
Put a time limit on the failed start tooltip
Finish removing client dismount code from #
51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Update layer list in Defines to match the new vehicle layers
S2P cave_large_sewers_hard
Fixed cave_updown_a inside terrain antihack false positive
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
Remove unused vehicle lootpanel
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
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Adjust protection values on modular cars. In particular more blunt protection
Merge from Vehicles -> Main, Thai's model fixes
Added support for left/right foot IK mount points per vehicle seat, and set some car seats to use an alternative foot position when the passenger has less legroom.
Fix MountPointInfo comment - it's local pos, not world
Fix issues with interactions and car locks
Assign the 2module fuel tank item as the sourceItem for the fuel tank's sub-entity. Lets it inherit a proper display name when its inputs are looked at with the hose tool
Fixed player hurt triggers not removing entities correctly, causing phantom damage in the future
Set up the new passenger mount pose for modular cars
Fix "Calling kill but already IsDestroyed" warning on loading save
Fix engine state not being set correctly on loading saves
Merge from Vehicles -> Main. Ice lake collider updates + Jarryd's WakeNearbyRigidbodies edit
Add meta.if_true and meta.if_false so you can make binds do different things for presses and releases
added passenger sitting pose to player animator
Fix steering lerp bug that was messing with steering at high speeds. A couple of other high-speed adjustments.
Added carsdropiloot convar, can be set to false to stop modular cars dropping storage items on death
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Fix demo browser scrolling
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
Scale chassis propagation damage total with module count