134,649 Commits over 4,293 Days - 1.31cph!
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
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Merge from gib_pool/scriptableobjects
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Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
Open loot panel on deposit
Spawn storage container as sub entity to hold lootable deposit and payout
Add deposit and spin menu items to slot machine
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Scrap heli wreck files/prefab
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New tests, updated culling job
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
LODs for the new models, updated airwolf prefab
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Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
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Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
- Destroy locks no matter what when car is fully destroyed.
- Updated tooltip.
- Don't show module health anymore on wrecks.
Try converting gib override list into a scriptable object instead
Allow destroying car lock if health is <= 15%
WIP converting Gibbable to a PrefabAttribute
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Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
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