108,632 Commits over 3,867 Days - 1.17cph!
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
Better fix to retain IO line improvements - pass init into OnAnimationStarted
merge from door_explosive_fix
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Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Fixed sidecar bikes not getting pushed back when hitting animals/players
Fixed cyclist hands disconnecting from handlebars at full turn
Increased bike hurt trigger min speed from 1m/s to 4m/s. Decreased base unmultiplied damage/s from 6 to 4
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
Extended main bike box collider - prevent bike and sidecar ending up on opposite sides of a thin wall
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
merge from monitor_looping_gesture_fix
merge from roadside_electrical_lodding
Potential fix for potential unlock UI bug.
merge from hood_and_cuffs/IsMapBlockedByHood_nre_fix
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Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
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MapInterface.IsMapBlockedByHood sentry NRE probable fix
merge from retroTC_NRE_fix
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player update. exported sks anim set
Added versions of ghost sheet and dracula cape without burst cloth rig
Added proxy cape models
Fixed cl_steps having its minimum changed from 32 to 16 and defaulting to 16 on the server, then sending that to the client
set dressing progress backup
static (unusable) version of the car lift
various material tweaks
Setup for all weapon rack types.
Pegs.
set dressing progress backup
manifest update (so residential door displays correctly
Fixed retro toolcupboard NRE introduced by
100365
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blunderbuss worldmodel - fixed issues with collider and outline not working
Set rigidbody drag for the bikes using GetModifiedDrag, so the bike class and CarPhysics don't fight each other
Apply instantforced rule to the one frame of initial client update
Add NonSerialized attribute to spawnPoints
Use an init method for ConvarControllerSpawnPointPopulation. In editor, the ScriptableObject is saving the state of any private vars we use
Added a haveGotSpawnpoints bool to ConvarControllerSpawnPointPopulation. Getting strange behaviour in editor where it thinks 'spawnPoints' is already not null at the start. Serialised?
Imported Apartment Mailbox Textures, Model
Added and Setup Apartment Mailbox Prop Prefab
Setup Apartment Mailbox Material, Colliders and LODs