31,202 Commits over 3,928 Days - 0.33cph!
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
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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.
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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
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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
S2P cave_large_sewers_hard
Fixed cave_updown_a inside terrain antihack false positive
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
Remove unused vehicle lootpanel
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.