126,621 Commits over 4,109 Days - 1.28cph!
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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)
Renamed graphics.collapseRendererLOD to graphics.collapseRenderer and made it true by default
Disable dynamic pricing on the travelling vendor, it already has a price randomisation system
Another compile fix
Typo fix
Merge from dynamic_vendor_pricing