117,003 Commits over 3,987 Days - 1.22cph!
New tests, updated culling job
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
LODs for the new models, updated airwolf prefab
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Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
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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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