134,034 Commits over 4,444 Days - 1.26cph!
Fix fluid connections to tanker module not disconnecting properly
Fixed locks on garage doors disappearing
Fixed player selection issue in admin UI
Fixed dropped signs with data merging with signs with no data
lumberjack harvest mission
Military tunnels NPCs no longer respawn while players are inside tunnels
Military tunnels elite crates respawn inline with AI (no more looting elite crates with no AI spawned)
Tweaked AI spawn locations
Desert dwellings progress backup
Added profiling for PuzzleReset script
Move clear bed priority so it appears in the entity menu (hold E) instead of being the default option
Fix tooltip NRE in vending machine admin UI
Bradley will now fire at players in modular cars even if the colliders on the modular car make the player not visible
Fixes cases where Bradley wasn't attacking players in camper van module, also fixes issue where Bradley wouldn't fire through glass windows on modular cars until they were shattered
Added a nav mesh carver component to car chassis to prevent animals walking through them
Added on base chassis and modified bounds on 2/3/4 module prefabs
Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
mission providers address the player properly when they have completed a mission
conversation adjustments
Do not show mission location at 0,0,0 when no location is specified
remove error log
mission points drop to ground
Merge from benchmarking_update
CanAcceptMission now validates generated mission positions
Desert dwellings progress backup
additional terrain checks on cliff_tall_arc and medium
additional terrain anchors on cliff_low_sloped_R
additional terrain anchor on problematic area on cliff_low_sloped_L (terrain gap)
Add ability for mountables to enable IK head look regardless of mount pose
Enabled head look on modular car seats when players aren't holding anything
Reduced view angles on camper seats