129,436 Commits over 4,140 Days - 1.30cph!
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
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More work on car keys/locks
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Clamping LOD level support to 8 max, RendererInfo includes more information, updated the test scene to generate from a list of monuments.
Added conversion utilities for all the other LOD components etc.
fixed boat mesh (holes) and collider
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Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
vehicle missing key start failure sounds
Tidied up and commented code, added a test to compare to RendererLOD
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Now performing culling jobs only on tiles and batches that are visible.
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Cleanup + moved heli vendor stuff into its own prefab for later merges
Updated bandit town lighting prefab with vendor lighting setup
static vehicle parts props prefabs
added sign at gate of heli vendor + set dressed the area around it
Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around)
Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
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Key and lock crafting class and UI work
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Resetting at the start of each cull routine.
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progress backup - vendor external walls/gate
Stopping overlapping jobs