107,955 Commits over 3,867 Days - 1.16cph!
Removed double tube gibs
Revert gib meshes
New protection properties for paddling pool that makes it extremely vulnerable to slash, stab and bullet damage
Copied the tube gib fx to the pool
Updated pool collider to remove ladder and adjusted ladder volume
Add two ramp colliders to the stairs on the pool for smoother movement
Replaced ripple particle with displacement component on board and tube
Increased car protection vs basic damage types (blunt/slash/stab)
Subtract sleeper fall-through fix, as we don't want sleepers in HAB or scrap heli to fall through.
Fixed car push not working at extreme, low angles
WIP particle hookup for board and tube
Fixed vehicle lift UI not showing all repair components
Switch one frame to Tom's new model
Further increase engine internal item health
Increased car fuel consumption
Try a naive fix for the LightEx NRE errors
Properly fix NRE in VehicleEditingPanel
Color balance tweaks for new grass
Sharpened certain plants to bring out the texture details
Fix for Temperate_Grass_a not spawning
Fix NRE for entities which do not have a network group
bradley uses new vehicle engine sound system
Optimizied wooden cabin wall modules
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fixed vendor NRE, fixed collision nub on helipad
vehicles are protected from damage shortly after purchase
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
Bandit Guard skinning fix
Water pistol liquid material setup
Merged bandit clothing items into single Bandit Guard suit
waterpistol vm mesh re-exports
can no longer draw weapons in safe zones, players who are not hostile take no damage in safe zones (anti roof campers) sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them
added many more recyclers to compound, hostile timer is smaller when the menu is not open, fixed conversationUI blocking interactions with map/tossing items
re-exported water pistol vm base and added static body mesh to prefab
Watercraft destruction FX
Naming consistency fix
Fix UICompass using the wrong material after toggling active
Remove ForceUpdateTriggers in client side mount/dismount
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Removed non shader billboarding and rotation support.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
rescaled sunglasses to correct scale
some cleanup, add effect to water pistol
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Consolidated SimpleFlare and CoverageQueryFlare. Deleted unused Ore flare prefab.
added SafeZoneSphere prefab for map creator
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug