133,114 Commits over 4,293 Days - 1.29cph!
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Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
- Destroy locks no matter what when car is fully destroyed.
- Updated tooltip.
- Don't show module health anymore on wrecks.
Try converting gib override list into a scriptable object instead
Allow destroying car lock if health is <= 15%
WIP converting Gibbable to a PrefabAttribute
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Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
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Car and door keys now act like notes, so users can add custom text info to each key
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Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
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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