126,647 Commits over 4,109 Days - 1.28cph!
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
Fix a couple of minor errors
Fixed cockpit with engine missing mount hot spots
If an engine has no assigned mount spots it will now fall back to the old behaviour
Allow TriggerHurtNotChild to delay damage done. This is a fix attempt for drivers/passengers taking damage on vehicle exit.
Speculative fix for serverside NRE in autoturret
Merge from mount_sight_check2
Make CoroutineEx.waitForSecondsRealtime finally use pooled instances!
Remove unused (and already disabled) collider from Modular Car driver seat
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds
If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
Footstep vfx positioning polish.
Stripped pixel displacement from terrain splat reference materials.
Manifest.
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'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fix some bad pooling code in demo indexer
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[D11] Better fix for only sending voice data within a certain range of players.
[D11] Fixes voice data transmit range server side
Renamed foundation steps to steps and updated desc
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
[D11] Stop receiving voice data for far away players
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[D11] Clamps receiving of voice stream data to within a 15 meter radius of the player
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Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
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Switch ClientOnEnable with OnParentChangingClient
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Added separate client and server entity worlds for a clean separation of logic in the editor
Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Work on getting simple button binds to not allocate