134,056 Commits over 4,444 Days - 1.26cph!
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
Updated a lot of common monuments to run the static group system for testing.
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
Hooked up scene2prefab to output asset with all rendering info.
Apply a minimum size of 0.05 on each axis so that box colliders don't become extremely narrow
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.
Show a tooltip about breaking locks on cars while looking at a locked interactable on a car.
Show locked UI text on locked doors
Prevent mounting at driver's seat if no key. Updated MountHotSpots
Trying to wrangle the mount system into allow me to lock out a specific seat
Adjust protection values on modular cars. In particular more blunt protection
Merge from Vehicles -> Main, Thai's model fixes
Split up LOD calculation jobs to happen once per camera.
Prepool 50 gibs
Ensure Physics sync happens even during an exception
Get disabled components in children
Don't assign physics mesh to renderer
fix floating tail lights on engine module
fix lod1 and wrong material on engine seat module
fix boat mesh holes,glitch depthmask, updated collider,clean up
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
Trying out specific gib prefabs for box/sphere/capsule/mesh
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
Move ice lake snow colliders so it's easier to detect ice vs. snow in VehicleTerrainHandler (ice and snow share the same physics material)
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)
Add meta.if_true and meta.if_false so you can make binds do different things for presses and releases
Separated ice and snow coliders in the ice lakes
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.
Add payout slot to loot panel
finishing touches to tower / perimeter wall