107,047 Commits over 3,836 Days - 1.16cph!
Allow prefab pre-processing to include sub-entities. Fixes nested entities on vehicles not stripping client/server-only components. Need André to review this.
Merge misc_improvements -> Main
cherrypicking
66864 - fixed hazmat suit displaying the incorrect VM
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Merge IntegrateVehicleSubEnts -> Main
Fix ProjectSettings set to CLIENT
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Merge MLRSUpdates -> Main
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Fixed cassette recorders not sticking correctly to MLRS moving parts
delete unused murderer and bear_full prefabs
removed deleted scripts from a couple of prefabs
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Fix prefab id on newly renamed HeavyScientist prefab.
Deleted ApexAIStorage folder I missed during Apex removal.
Renamed HeavyScientisAd to HeavyScientist
Delete old HeavyScientist prefab
Renamed HumanNPCNew to HumanNPC,, ScientistNPCNew to ScientistNPC, updated references.
Codegen.
deleted the old and unused HumanBrain, HumanNPC, ScientistNPC stuff. Removed references.
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merge from store_update_merge
Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
merge from delete_htn2, removing everything Apex and HTN related.
Fix reversed check in IsWaterlogged for vehicles that can't become waterlogged
Fix VehicleEngineController doing more work than necessary to get the fuel system
Rename HasAnyPassengers to AnyMounted
Update BaseVehicle mount menu check to not check IsMounted
Manifest build, and prefab ID fix
Merge misc_improvements -> snowmobile
Merge MLRSUpdates and IntegrateVehicleSubEnts -> Snowmobile
Remove some debug stuff I left in
More inland cliff replacements
More vehicle tidy-up. Since every engine uses fuel (so far), put EntityFuelSystem inside VehicleEngineController. EntityFuelSystem can still be used separately if needed (several vehicles do this as they have their own engine implementations).
Fixed vm getting orphaned when entering debug cam
Fixed event NRE when spectating in a demo
Merge BaseMountable -> misc_improvements
A general tidy-up for vehicle code to make things easier in the future.
- Split BaseVehicle into BaseVehicle, BaseVehicle.Server, and BaseVehicle.Client.
- Move IsWaterlogged and CanRunEngine checks to VehicleEngineController, so they can be shared by everything with an engine.
- Match EntityFuelSystem and VehicleEngineController to Rust code formatting ('private' written out, spaces inside brackets).
- BaseVehicle IsMounted implementation fix.