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branchrust_reboot/main/vehicle_poolingcancel

32 Commits over 31 Days - 0.04cph!

Today
merge from main
Today
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
Yesterday
fix container ui: remove restore child transforms, manually reset battering ram visuals
Yesterday
horse client pooling fixes
Yesterday
fix catapult loaded ammo pooling bug
Yesterday
reset heli rotor speed on init
Yesterday
clear the cached vehicle owner when a seat is pooled
Yesterday
fix siege weapons not being reset properly
Yesterday
Fix wheel collider warnings
Yesterday
reset animators
Yesterday
restore child transforms too
Yesterday
capture component states in init (needs more testing)
2 Days Ago
more child pooling fixes (specifically for OnParentDestroying)
2 Days Ago
fix runtime parented children spamming nres in the pool, detach them before it enters the pool
2 Days Ago
update from main
3 Days Ago
update from main
20 Days Ago
more reset state cleanup
20 Days Ago
more pooling state resetting
20 Days Ago
more reset state fixes for heli, bike, ram, vehicle modules
20 Days Ago
Fix timesince and car audio not being reset properly
20 Days Ago
Setup pool components on modular vehicles too
20 Days Ago
Setup pooling on all seats
20 Days Ago
Pool smaller vehicles
20 Days Ago
Poolable: siege weapons
20 Days Ago
Add poolable component to kayak/bike/rowboat/horse
21 Days Ago
reset siege vehicles, train car, sub
21 Days Ago
Reset snowmobile, tugboat, horse, rowboat, bike
21 Days Ago
Reset modular vehicles too
21 Days Ago
Reset state on vehicles
21 Days Ago
Reset state on mountables and base/combat entities
21 Days Ago
cancel invokes on pool, restore go active states. (could probably subtract this later)
21 Days Ago
Add initial poolcouts to vehicles