196,397 Commits over 4,110 Days - 1.99cph!
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Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
tweaks to gate prefab (lock position)
updated collider
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Updated external wooden walls and gate to match new model
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prevent animals from targeting players in safe zones
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Fix skipping a light when one is removed
Adjust module world colliders - smoother on ramps etc.
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Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
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Move car module visuals that were on the Vehicle Detailed layer to the Default layer
update lock/vehicle texture
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adding central lock model, updating vehicle texture
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updated wall_external_high scene for codelock
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
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Remove scriptable objects and associated systems
Update overrides
Got PrefabAttribute gibbables working on modular vehicles
Updated ConstructionSkin to spawn gibs
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
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Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
Speculative fix for NRE in TriggerBase
Central locking placeholder visuals
fixed bandit town safe zone
Central locking functionality, along with some refactoring
Updated wind settings on new grass
fully encapsulated bandit town in a safe zone
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Models/Vehicles/ art source files