198,659 Commits over 4,140 Days - 2.00cph!
Fixed spiral stairs conditional model
Tweaked ramp and step socket handles on the foundation and floor for easier placement
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
Disabled NVG a bit better
Increase collision hurt damage somewhat
Remove unused attacker info from hurt trigger
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change)
Removed a Debug.Log in Landmine.cs
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.
Increase sleep velocity (but also sleep delay), as some vehicles still jitter around faster than the level it was at and we want them to sleep too. If this continues to happen, we can switch from testing the current velocity to testing distanced moved over a period of time.
Put test map terrain on the correct Terrain layer
Fixed TriggerPlayerForce not affecting AI
Fix incorrect ground FX type calculation
Added soft particles + double-sided ligthing via transmission + smoothness to LitParticle shader
Remove DDraw and restore calorie penalty
Tweak minicopter push behaviour
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead.
Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
Quick property naming particle shader & material fix
Hooked up the attached car reference on the PlayerRepelTrigger
Doubled car spawn default population density from 1.5 to 3. Spawns around 50 cars on a 4K map.
[Audio] Added music files and music clips.
Fix vehicle lift losing its reference to the occupant trigger
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Apply additional overrides to the Vehicle_Lift.prefab base
New foundation steps icon
Remapped metal.shopfront to fit latest building atlas texture changes
[D11] [#3848] Setting the isDone flag correctly.
Fixed OBS_MODE_FIXED/CHASE/IN_EYE causing bad spectator behavior due to the player's movetype being set to NONE
[D11] + Material changes in the Airfield to match up buildings with Steam (Bug 4096)
Removing MagnetSnapZone and missing scripts from Vehicle_Lift.prefab - will this resolve the warnings?
[D11][UI][#4176] Fixed Player t-posing in the inventory screen. [#3708] Fixed crafting max playing multiplying sounds.
[D11] [#3848] Preventing the nullref errors.
Run code gen for new console commands.
Fixed UI script using wrong client class.
Supressing errors from NVG compatibility.
[D11] [#3848] Pinging the servers - client/server parts.
[D11] + Material changes in the Outpost/Compound to match up buildings with Steam (Bug 4096)
Renamed method in BaseOven to fix error