198,696 Commits over 4,140 Days - 2.00cph!
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Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
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Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
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Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
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More work on car keys/locks
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Clamping LOD level support to 8 max, RendererInfo includes more information, updated the test scene to generate from a list of monuments.
Added conversion utilities for all the other LOD components etc.
fixed boat mesh (holes) and collider
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Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
vehicle missing key start failure sounds
Quadruple console history log if game is started with developer 1 or higher
A different approach to newline rebuilding in console deduplication to hopefully fix the scrollbar issue
Tidied up and commented code, added a test to compare to RendererLOD
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Do not allow the ERROR model's material refcount go below 0
Now performing culling jobs only on tiles and batches that are visible.