135,240 Commits over 4,293 Days - 1.31cph!
Watercraft destruction FX
Naming consistency fix
Fix UICompass using the wrong material after toggling active
Remove ForceUpdateTriggers in client side mount/dismount
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Removed non shader billboarding and rotation support.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
rescaled sunglasses to correct scale
some cleanup, add effect to water pistol
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Consolidated SimpleFlare and CoverageQueryFlare. Deleted unused Ore flare prefab.
added SafeZoneSphere prefab for map creator
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug
Updated vehicle parts vendor
bandit town S2P
Adding some temporary error detection to try and catch a wild NRE
Sell order balance
Removed T2 engine parts vendor from compound
Compound S2P
merge from monuments_vendors
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Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
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Taking a guess at fixing VehicleEditingPanel NRE
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Cancel chassis destroy timer if a module is added during the countdown
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Edit large flatbed name to be different from the small one
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