108,634 Commits over 3,867 Days - 1.17cph!
Added terrain collision proxy components to all bikes - fixes not falling through terrain holes
Updated DraculaCape with new settings
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Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
merge from main -> fix_shipping_container_batching
merge from native_memory_stream -> aux2
Prewarm 200 codelocks
Go back to defining pool amount via code to prevent misconfigured prefabs
- player deployable doors stay at 100
- monument doors only warm 1
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Reload road categories when loading cached road.
This should prevent issues where the vendor couldn't be spawned after loading a save.
merge from wire_slacking/optimisations
Minor WireTool optim: don't run all the reconnect logic when clearing the wire
Fixed doors returning wrong total line anchors count
Fixed a pooling issue with destroyed doors not clearing their line anchors
+ minor code cleanup
Setup most of the base to handle indicator blinking
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Change default door prewarm count from 100 -> 1
- monument doors were warming up 100 -> 1 now
Added ability to override an individual prefab's warmup count via the Poolable component
- garage door & sheet metal doors = 10
- wood & armored door = 5
Light setup in vendor client
Setup VehicleLight to support setting transmittance
VehicleLight now supports using the brake colour as a seperate off colour rather than just black
Merge conflicts
latest handcuff viewmodel animations
further burstcloth modifications
- collisions resolved with spring forces
- added dirty broadphase to collision resolving
- capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count
- added collections packaged for better native containers
Updated Vintage Wood Furniture Textures
Updated and Changed Vintage Wood Furniture Models to be more Damaged/Dilapidated
fixed the following:
jerrycan
reactive target
semi-fixed prefab values on the secretlab chair (prefab x/y/z position) this will need checking as it already uses meshlod script
also fixed avanced loot box
fixed and updated the following prefabs:
handsaw
horseyoke
rake
metalsign
tarpsign
kettle
milkchurn
moonshine
plantpot
plantpotSET1
BookPile1/2/3/4
clothes line assets
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Also allow hood to be removed from sleeping players via the radial menu, for consistency.
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back
Already hooked up on player model, just needs new animations to be assigned
Added AddToHeight to all coastal cliffs
fixed rotation and scale issues with the following:
tabledoorPOKER
handsaw
updated prefabs
going through the rest now
some terrain sculpting to accentuate grassy areas
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
Coastal cliff progress / generated all coastal cliffs
File cleanup
fixed culling side wrong on light fixture transparent materials
fixing some materials switches that were the result of meshlod changes
Can now use the radial menu option to remove handcuffs from a sleeping player
Fixed small and medium non-animated neon signs culling issue
Fixed sleeping handcuffed players not being fully lootable.
Moved some existing code to an interface.
blackbin model gap fix + rotation fix