13,068 Commits over 2,769 Days - 0.20cph!
Behicle lift in use status light now working
More vehicles on the test map
Actually nah, don't add vehicle lift to Craggy
Added a vehicle lift to Craggy
Simplified decay code for car and minicopter
Adjust car damage protection again
Adjust module and chassis health
Adjust module protection values
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Made storage module interaction play nicely with other vehicle interactions
Needed isLoadingSave, not isLoading
Don't double up modules no server load (different to the previous double-up bug)
Fixed vehicle module health not loading from saves
Chassis spawn at max health, only damage modules
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Merge from Main -> Vehicles
Fix double spawning modules on loading saves
Vehicle lift now uses the new animations. Removed obstruction check since it's so low now anyway. Replaced coroutine with Facepunch Invoke.
Fix terrain topology type
Merge from Main -> Vehicles
Manifest + car population edit
Delete my bad Craggy edits
Too many vehicles on server, reduce pop
Make sure vehicle wakes when driver gets in
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Fix lift magnet to work with any lift rotation
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Merging ridable horse lots its spawnable script again. Restore it.
Change when we get conditional type
Merge from Main->Vehicles
Updated randommodular item list
Working on rough terrain damage
Fixed a few issues with vehicle health protection
Changed "No Protection" protection option to give no protection vs "AntiVehicle", which had full protection.
Added gravel road to my test map
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Change ParticleSystemContainer to handle method calls before awake, which can happen
Collider conditional fix for physics going crazy on SetActive
Fix health visuals not updating
MC inventory loadout edit
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.