34,502 Commits over 4,232 Days - 0.34cph!
    
    
    
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▆▍▆▉ "▅▉▆▋▅▋ ▄▍▄▇▉█▋█▍▋ ▌▌▋▋▇▋▌ ▇▆ ▊█▇▊▍▌▄" ▌▍▄ █▋▉█▍▅▋ ▍▊ ▋█▋▆ ▋▊▄█▆▉▅▇▋▍▉█▆▋ ▆▅█ ▉▊▌█▉ ▍▆▇▌▉▊▋, ▅▉▋ ▌▆▊ ▍▍█▌▇▋▊▊▌▄ ▄▋ ██▌▆▆▌▍▌▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇█▌▊▅█▅ ▋█ ▄█▋▍▉▆▊▆▍ ▇▌▇▄▇▋██ ▅▍ █▌▉▊▅ ▊▍▋▉▋█▆▅▍ ▌▅▇▉▋▍▇▇ ▅█▄▅▄ ▆▄▅▅▋▇▆▆▊█ ▌ ▊▇▉█▅██ ▄▋▇▆▅▇▍▋ ▆▉▅▊▄ ▊▄▉▊▊▇▊▊▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Speculative fix for NRE in TriggerBase
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed FillMlPerSec not working correctly in BaseLiquidVessel. Updated water bottle, jug and bucket fill rates so refill times match the pre-fix rates.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▇█▅▆▇▄█▊▍▋▄ - █▊▊█▅▋ ▊▅▋█▇ ▌▇▅▅▇▊
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Prevent players without key/lock authorisation from pushing cars that are in safe zones
 
                
                
                
                
                
             
         
        
            
            
            
                
                Open fuel is always default interaction when looking at fuel container on minicopter
 
                
                
                
                
                
             
         
        
            
            
            
                
                small wooden box can no longer be deployed inside trees
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍███▋▅▄▄▍▊▌ - ▇█▇▋▉█▆ ▄▍▄▆▍▄ ▅▋▄▆▄
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large banners now decays when placed outside of building priv
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed HBHF sensor not receiving damage (incorrect bounds)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adjusted engine part spawns to match how many are needed in an engine
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed scrap from recycle from T1 and T2 engine comps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced crafting costs / repair costs of car modules
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
 
                
                
                
                
                
             
         
        
            
            
            
                
                 Merge from network_lerp_4
 
                
                
                
                
                
             
         
        
            
            
            
                
                Put a time limit on the failed start tooltip
 
                
                
                
                
                
             
         
        
            
            
            
                
                Finish removing client dismount code from #
51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update layer list in Defines to match the new vehicle layers