134,391 Commits over 4,444 Days - 1.26cph!
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++.
Speculative fix for NRE in TriggerBase
Central locking placeholder visuals
fixed bandit town safe zone
Central locking functionality, along with some refactoring
Updated wind settings on new grass
fully encapsulated bandit town in a safe zone
Fixed FillMlPerSec not working correctly in BaseLiquidVessel. Updated water bottle, jug and bucket fill rates so refill times match the pre-fix rates.
Fixed pool, board, gibs errors
Updated beach chair volumes
Removed duplicate volume check on table, accurate volumes, added deployable decay 8/8
Fixed read/write gibs errors on table and chair
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
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
Slight road terrain offset tweak to prevent ground peaking through around intersections
Fixed roadside decor sometimes spawning on road at intersections
Moved roadside decor slightly further away from the road
Smoother road layout (both vertically and horizontally)
Smoother road joining (at intersections)
small wooden box can no longer be deployed inside trees
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
Side roads are slightly wider
Default world size is 4500
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
Updated a lot of common monuments to run the static group system for testing.
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
Hooked up scene2prefab to output asset with all rendering info.