135,993 Commits over 4,444 Days - 1.28cph!
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
Pause auto transform syncing while generating gibs
Add overrides for twig foundation and floor
Fixed not being able to make a new override on child entities of a prefab
Manifest
Fix demo browser scrolling
Custom loot panel for deposit/payout
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
Merge from gib_pool/scriptableobjects
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
Open loot panel on deposit
Spawn storage container as sub entity to hold lootable deposit and payout
Add deposit and spin menu items to slot machine
Scrap heli wreck files/prefab
New tests, updated culling job
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
LODs for the new models, updated airwolf prefab
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
- Destroy locks no matter what when car is fully destroyed.
- Updated tooltip.
- Don't show module health anymore on wrecks.
Try converting gib override list into a scriptable object instead
Allow destroying car lock if health is <= 15%
WIP converting Gibbable to a PrefabAttribute
Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
Car and door keys now act like notes, so users can add custom text info to each key
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key