134,384 Commits over 4,444 Days - 1.26cph!
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
rescaled sunglasses to correct scale
some cleanup, add effect to water pistol
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Consolidated SimpleFlare and CoverageQueryFlare. Deleted unused Ore flare prefab.
added SafeZoneSphere prefab for map creator
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug
Updated vehicle parts vendor
bandit town S2P
Adding some temporary error detection to try and catch a wild NRE
Sell order balance
Removed T2 engine parts vendor from compound
Compound S2P
merge from monuments_vendors
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
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
tweaks to gate prefab (lock position)
updated collider
Updated external wooden walls and gate to match new model
prevent animals from targeting players in safe zones
Fix skipping a light when one is removed
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
update lock/vehicle texture
adding central lock model, updating vehicle texture
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
Remove scriptable objects and associated systems
Update overrides
Got PrefabAttribute gibbables working on modular vehicles
Updated ConstructionSkin to spawn gibs
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++.