12,847 Commits over 2,619 Days - 0.20cph!
Replace animation curve with a remap
Fixed incorrect power consumption display on water pump and powered water purifier in builds
WIP entities package import
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
Revert back to original fix for item stacking problem
Revert item splitting changes, introduced some regressions
Tweaked last fix to remove doubling up of stack size check
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
Fixed player.mount command not working on modular vehicles
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them
Moved vehicle pushing logic to BaseVehicle
Kept specific push logic between cars/boats in overrides to preserve custom logic
Added vehicle push logic to the minicopter
Converted the IO entity editor to a Editor Tool (Access by pressing the tools button in the top left of the editor near the position/rotate/scale buttons)
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Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
Added voiceprops inventory config
Fixed TriggerPlayerForce not working on players
Fixed TriggerPlayerForce applying to noclip players
Reverted headlight angle change and increased light angle by 10 degrees
Tilt headlights directional light/volumes down by 5 degrees
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Gibs now assign physics material correctly
Added a button to auto size all gibs to a box collider
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
Fixed sprinklers not applying saturation if they were on while a server restarted
Increased water pump production rate from 90ml/minute to 150ml/minute
Add support for sphere and capsule colliders including auto size methods
Add support to spawn gibs in scene for testing
Slightly increased height of deploy volume on vehicle lift and added world layer to mask so cars can't be lifted into rocks/terrain/etc
Added another inside socket check to the modular car lift to reduce overhang
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close
Strip the push volume on client
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Added a version of ForceModelSeed that doesn't require an overload
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected