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AI design hot reloading for all instances of current entity type when saving designs.
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When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
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Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c
Fixed boat condition amounts
Add grounded check for fake drag
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- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
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Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
Bug fixes and building tests
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disable chainsaw debug text
State delete designer functionality
Road tunnel blockout meshes and prefabs
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wip states, cover & design
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Refactor the basic train movement and collision code into BaseTrain
Move train collision code to BaseTrain
- Get WorkCart rigidbody to sleep and wake appropriately
- TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
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