133,101 Commits over 4,293 Days - 1.29cph!
Code review: Add "== this" check with || before EqualNetID check
Code review: Call SetParent before calling Spawn
Code review: Add null check on created
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
Code review: Add entity creation null check.
Code review: Move IsNull from CollectionEx to ObjectEx
Storage module now fully functional + manifest rebuild again
Put prevent building chassis colliders back on the correct Prevent Building layer
Add storage component to storage module + manifest rebuild
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module panel health setup
Removed storage system from flatbed modules
Set up 2module_passengers entity
Increase fuel tank health
Added items and placeholder icons for 1module storage and 2module passenger
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Go back to old activePlayerList behaviour with ListHashSet
merge from sam_pickup_fix
Fix for mismatched profile marker
[D11] + Bunch of building and building core LOD tweaks/fixes
Fix for crash closing locker inventory UI (#2833)
SceneLOD - disable SLOD segment renderer when completely out of view (and fixed debug draw)
SceneToPrefab - don't update terrain if there's no terrain
[D11] Bandit Town, Airfield and Harbor 2 SLOD fixes.
[D11] SLOD issue fix. Excludes Harbor 2.
[D11] + Missing Rationbow LOD tweaked
[D11] [Art] [#3316] Power cables rendering and hanging from powerlines
[D11] Lowered amount of grass planes for each model and added further LOD meshes with less planes each version to lower overdraw
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merge from static_workbench_rotation
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[D11] [#3331] Ice sheets at the top of the map now have collision.
Removing meta file that can be deleted
Proper fix for ProcessNestedPrefabs (now processed in-place if we're not bundling, see ShouldExclude / IsProcessedAsNestedPrefab)