111,829 Commits over 3,928 Days - 1.19cph!
Adjusted wheel collider values. Appears to be more stable overall
Added cuffs specific wounded anim, hooked up in override controller
Dont force network update every fixed update. Seems to provide better results at first glance
Client now eliminates unsuitable mountables for force mount radial menu show check.
handcuffs 3p animations updated
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Prioritise potential mount targets by distancer
Redirect mount requests to any vehicle-parent when force mounting a player.
Horse mount logic for restrained players to match vehicles (passenger only, never driver)
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Fixed RF receiver gibs scale
merge from searchlight_fixes2
Fixed vending machine screens not showing anything
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Handbrake system to help prevent tipping over when first spawned
Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles
Better error messages for when the vendor doesnt spawn
Fixed missing override on server build
Fixed some IO prefabs missing their main power slot input
Only check the IO prefabs that need a main power slot
Codegen
VehicleChassisVisuals work around
Initial work on force mounting restrained players
ocean wreck buoy blockout
yeeeeeaaaah buuooooy
Added an editor test checking that all player IO prefabs have a main power slot input
Merge Travelling Vendor + Dynamic Pricing -> Aux2
Manifest update and minor test map corrupted reference fix
Fixed incorrect positions of vendor fronts (again)
Vehicle lights bool rewrite again
Refactor of indicator code
Prefab changes
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Disable motorbike sand spin Play On Show
Improved bike collision ragdoll physics
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Missing semicolon! Is this programming day 1?
Add a forward force to the ragdoll when player dies from bike collision
Reduce left right wobble
Debug logs for brakes/indicators
Merge from monument_scenes -> aux2
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
Merge from main -> monument_scenes
Subtract audio import changes (some audio clips had preload disabled)