135,972 Commits over 4,444 Days - 1.27cph!
Adjusted mount position, added IK for hands and feet
Kayak paddle update.
Updated mesh and textures.
Prefab setup.
Exclude lakes from mainland topology generation
Merge from hdrp_backport_andre
merge from Halloween_2020
Work cart is now mountable
Final colliders: Added glass panels
Detail colliders created for the cabin
Created all detail colliders for the work cart apart from the cabin. Removed WorkCart_COL since we won't be able to use it on a rigidbody (convex rule)
Created world colliders for the work cart
Merge from Main -> WorkCart
Set roadsign meshes to read/write enabled since they're also used as gibs
Cherry-pick armoured module LOD fix to Main
Trimmed down InstanceData, more tidying.
Train tunnels / overpass progress / prefabs / scene update
Deleted old code, renaming...
Bug fixes and refactored some of the conversion routines
Fix broken LOD rendering due to root bone and mappings being saved wrong
merge from workbench_rotate branch
Attack interface, state, event, design, classes, etc.
merge from door_blockage_anim_fix
merge from autoturret_deathscreen_fix
fixed UV on armored module LOD
Horses will now continue to eat if their health is below 100% (they used to stop if their stamina was 100%)
Capitalised "Examine" in the horse entity menu
Being killed by an auto turret will now display "Auto Turret" instead of an empty field in the player box on the death screen
Moved most of the group removal process into a job
Added a slight (0.25s) delay before we start checking for blockages on doors, fixes an animation issue when reverting a door open/close immediately after the player triggers a door open/close
Allow deploying storage monitors onto vending machines
Fix some more clipping and issues with getting stuck
Fix bones spawning in the wrong spot
Optimized group add routine
Rebuild manifest, should fix missing roadsigns
Stormy snow implementation