115,491 Commits over 3,959 Days - 1.22cph!
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
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Move car module visuals that were on the Vehicle Detailed layer to the Default layer
update lock/vehicle texture
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adding central lock model, updating vehicle texture
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Fixed codelock position on wood gate, modified model to have a dedicated socket for it
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Remove scriptable objects and associated systems
Update overrides
Got PrefabAttribute gibbables working on modular vehicles
Updated ConstructionSkin to spawn gibs
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.