30,436 Commits over 3,806 Days - 0.33cph!
Fixed negative scaling roadsign warnings at compound and bandit camp
Reduced engine components crafting costs
Reduced T2 and T3 engine comp vendor costs
Fixed wooden external gate barbwire not damaging the player (layer issue)
One more change to repel trigger
Fix more settings on RepelTrigger
Fix repel trigger IgnoreMounted setting
Add entity validity check to TriggerMount
Merge new mount trigger used in modular car seating. Revert #
52369. Simplify TriggerHurtNotChild.
Increased car protection vs basic damage types (blunt/slash/stab)
Fixed car push not working at extreme, low angles
Fixed vehicle lift UI not showing all repair components
Further increase engine internal item health
Increased car fuel consumption
Try a naive fix for the LightEx NRE errors
Properly fix NRE in VehicleEditingPanel
Fix NRE for entities which do not have a network group
bradley uses new vehicle engine sound system
Optimizied wooden cabin wall modules
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fixed vendor NRE, fixed collision nub on helipad
vehicles are protected from damage shortly after purchase
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
Bandit Guard skinning fix
Merged bandit clothing items into single Bandit Guard suit
can no longer draw weapons in safe zones, players who are not hostile take no damage in safe zones (anti roof campers) sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them
added many more recyclers to compound, hostile timer is smaller when the menu is not open, fixed conversationUI blocking interactions with map/tossing items
Fix UICompass using the wrong material after toggling active
Remove ForceUpdateTriggers in client side mount/dismount
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
added SafeZoneSphere prefab for map creator
Adding some temporary error detection to try and catch a wild NRE
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
Taking a guess at fixing VehicleEditingPanel NRE
Cancel chassis destroy timer if a module is added during the countdown
Edit large flatbed name to be different from the small one
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
Adjust module world colliders - smoother on ramps etc.
Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
Move car module visuals that were on the Vehicle Detailed layer to the Default layer