111,815 Commits over 3,928 Days - 1.19cph!
Fixed MeshLOD renderers showing a shadow when they are culled by a HLOD master mesh
Mounted players now take some damage if the bike takes a big hit
Exhaust prefab.
Added to Motorbike.
Merge from audio_import_june_2024 -> aux2
Update settings of all music clips
Change audio clip updater to handle music clips
- vorbis, 80% quality (like other vorbis clips)
- preload off
Removed debug print in physics.cs
Refactor HLOD system to include MeshLOD components in it's baking process
Fixes several LOD inconsistencies when looking at monuments from a distance, will need a lot of testing and a HLOD generation/S2P of all monuments
Was a surprisingly large refactor
Fixed sidecar impacts not damaging the bike
Add bikes to the All Vehicles group on my test map
Remove sidecar model from playground scene. Looks like added by mistake in
99319
Fixed sidecar physics trouble, but need to re-fix pulling to the right
Fixed unassigned sidecar LODs
Fix compile error from "fix_shipping_container_batching"
Compile fix for TriggeredEvent
merge from fix_shipping_container_batching -> main
Added terrain collision proxy components to all bikes - fixes not falling through terrain holes
Updated DraculaCape with new settings
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Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
merge from main -> fix_shipping_container_batching
merge from native_memory_stream -> aux2
Prewarm 200 codelocks
Go back to defining pool amount via code to prevent misconfigured prefabs
- player deployable doors stay at 100
- monument doors only warm 1
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Reload road categories when loading cached road.
This should prevent issues where the vendor couldn't be spawned after loading a save.
merge from wire_slacking/optimisations
Minor WireTool optim: don't run all the reconnect logic when clearing the wire
Fixed doors returning wrong total line anchors count
Fixed a pooling issue with destroyed doors not clearing their line anchors
+ minor code cleanup
Setup most of the base to handle indicator blinking
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