198,881 Commits over 4,140 Days - 2.00cph!
Increase steer lerp speed a little
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
Gibs now assign physics material correctly
Added a button to auto size all gibs to a box collider
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[D11] Fix for tree marker FX not always playing
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[D11] Fix for radtown slod root
Fixed a few issues with deferred decal class. Needed to add update method for when they get parented.
Fixed extreme lag when entering PVS with props that have material override pointing to a non existent material
Fixed NRE in WindZoneExManager when a main camera does not exist
[D11] Fix null ref when quitting win64 build
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[D11] [#373] The gun's magazine waits for a new clip from server before allowing a next reload.
util.Base64Decode also removes newlines from input
[D11] Fix to bug 4133 - No light being emitted from Underground lights.
[D11] Bug 4125 - Jacket Colour Changed to Grey
Do not force quit the server if it overflowed decalprecache stringtable
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merge from animalartupdate
Just wrapped around some third party stuff as a stopgap.
[D11] Ignore the worldsetup bundle on the client.
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[D11] - Tweaked company logo placement / Desert colour grading / toned down the chromatic abberation effect
[D11] Remove ratings from BETA manifest
[D11] Master build compile fix
[D11] Serialised -> public
[D11] Fix to bug 4124 - Snow Biome Rocks were not snow capped.
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car