250,155 Commits over 3,959 Days - 2.63cph!
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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
Edit large flatbed name to be different from the small one
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Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
more co-op tutorial stuff !redux
Merge branch 'master' of SpaceUsurperUnity
Fixed button prompt anims in speech bubbles during co-op
Co-op splitscreen player distance now takes aspect ratio into account
Tweaked default values for splitscreen camera
Re-enabled camera clamping
Use CameraPos instead of TargetPos for splitscreen calculations
Camera clamping accounts for very tight split angles better
Maybe better solution for splitscreen camera clamping
tweaks to gate prefab (lock position)
updated collider
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Updated external wooden walls and gate to match new model
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prevent animals from targeting players in safe zones
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Fix skipping a light when one is removed
Adjust module world colliders - smoother on ramps etc.
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Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
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Move car module visuals that were on the Vehicle Detailed layer to the Default layer