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Rocket building windows prefab update
Fixed broken floor material on old portacabin meshes
restoring subtracted WorldModels
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Tidied up flags, removed unused methods. Steering edit.
Merge MCUpdatePhysics2-> MagnetCraneUpdates
Magnet Crane can no longer drive underwater
Magnet crane physics overhaul. Now uses the CarPhysics class. CarPhysics now supports "tank controls".
Potential fix for attire items being lost in some cases when equipping/unequipping with a full inventory
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Merge from misc_optimisations2
Return to old wheelcollider settings for now
Fixed some car seats being incorrectly marked as first person with arms (prefab variants)
Fixed a bone position issue on legs mesh when not mounted
Fixed magnet crane not turning off when driver exits (another regression)
Fixed magnet crane audio (was broken in this branch)
Added the ability to bake out / precompute the simulation
Reset engine/brake/mass to old values
Add server tags to the loading screen (hidden if the server has no tags set)
Merge MagnetCraneUpdates -> MCUpdatePhysics
Merge from server_browser_tag_filter
Fix some server tag layout issues when using different languages
Merge Main -> MagnetCraneUpdates
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Made the ocean spectrum sim loopable
Did some glass hacks to make it look less broken
Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps
Replaced decal material on the rocket used inside the rocket factory with a cutout material
Fix for delayed boat waking
Updated launchsite scene with new lighting prefabs and deleted old ones
Deleted a bunch of props hidden underground
Set Reflex latency ping back to f13
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting
Fixed glowing decals in the rocket factory and warehouses
Specular texture variants for glass materials
Updated rocket factory light prefabs
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
Renamed magnet crane treads (were "threads") and some collider gameobjects.