107,993 Commits over 3,867 Days - 1.16cph!
Don't show conditional wall corners on triangular walls
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
Can limit roof conditional models to square / triangle shape neighbours
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In case the push force outside trigger bug reoccurs, apply this fix
Move RemoveInvalidEntities to a safer spot
final code gen / phases pass checks
fixed armored cockpit cost
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
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Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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Added simple debug util timing functions
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)
reduce modular vehicle horn volume
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Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
vm water gun -
Added anims
tweaked shape of cable clip in model
added bone for animation
re-positioned viewmodel
animator changes
Added 30 degree concave corner support
Yet another waterjet candidate
audio.printenginesounds debug console command
More layer fixes
Baked billboards for mormon tea bushes
Tweaked LOD distances
Fixed layers on ocotillo and snow willow bushes
Optimized draw distances
shifted pivot on triangle roof pieces to the center
180 transform rotation on roof triangle up and cie
Baked billboards for all arctic pine saplings
Correctly set pine sapling layers
Transforms adjustments on set of greybox roof models
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
Triangle roof neighbour socket fixes
Removed redundant roof neighbour sockets
Triangular wall conditional models support triangular roofs
Simplified the scripts some more