196,397 Commits over 4,110 Days - 1.99cph!
re-exported water pistol vm base and added static body mesh to prefab
Watercraft destruction FX
Naming consistency fix
Fix UICompass using the wrong material after toggling active
Remove ForceUpdateTriggers in client side mount/dismount
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Removed non shader billboarding and rotation support.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
rescaled sunglasses to correct scale
some cleanup, add effect to water pistol
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Consolidated SimpleFlare and CoverageQueryFlare. Deleted unused Ore flare prefab.
added SafeZoneSphere prefab for map creator
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug
Updated vehicle parts vendor
bandit town S2P
Adding some temporary error detection to try and catch a wild NRE
Sell order balance
Removed T2 engine parts vendor from compound
Compound S2P
merge from monuments_vendors
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Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
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Taking a guess at fixing VehicleEditingPanel NRE
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Cancel chassis destroy timer if a module is added during the countdown
Edit large flatbed name to be different from the small one
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