107,954 Commits over 3,867 Days - 1.16cph!
Updated vehicle parts vendor
bandit town S2P
Adding some temporary error detection to try and catch a wild NRE
Sell order balance
Removed T2 engine parts vendor from compound
Compound S2P
merge from monuments_vendors
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Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
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Taking a guess at fixing VehicleEditingPanel NRE
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Cancel chassis destroy timer if a module is added during the countdown
Edit large flatbed name to be different from the small one
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Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
tweaks to gate prefab (lock position)
updated collider
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Updated external wooden walls and gate to match new model
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prevent animals from targeting players in safe zones
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Fix skipping a light when one is removed
Adjust module world colliders - smoother on ramps etc.
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Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation