115,063 Commits over 3,959 Days - 1.21cph!
Fix Check Engine light staying on after engine is turned off.
Fixed incorrect source item on water pump
Water pump icon, adjust IO socket locations, set up animator
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
Merge from Main -> Vehicles
Changes to PlayerAnimation to fix players attempting to swim while mounted:
- Only transition to Swim if Posing is false.
- Transition away from Swim if Posing goes to true.
Allow modular cars to spawn on road OR roadside topology
[D11] [UI] Fixed Roadsign Gloves translation issue.
Fixed server-only runtime errors during client component stripping
Forgot ConstructionSocket.cs
water_pump rig and animations
First round of piral stairs tweaks and fixes
added water pump, col and gibs, added to prefab
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made weapon world models relative sizes
[D11][#3672] Miners hat no longer has pixelated light cookie.
[D11] [UI] Added singular "hour" translations to translation files. "Killed By:" translate passes in the entity or damage type verbatim if it doesn't find it in the translation files.
Restored HapisIslandTerrain (still used in a bunch of scenes)
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▇▋▉▍ ▋▍▄▄ ▋▅▇ ▅▆▆▊ ▇▍█▋▄▆█.
[D11][#4029] {PS4/XB1} Players In Game has wrong info when only 1 player in game.
[D11][Graphics][#4011] Fix for PS4 square pixel at the middle of the screen
[D11] Modified to allow location of texture in project from debug output
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
Boot out currently looting players from engine bay looting when the engine starts
Fixed fresh water getting pushed into salt water container of water purifier and being deleted
Destroy powered water purifier if ground is missing
adding table basic prefab setup/ collider
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.
Fixed being able to connect a water purifier to itself
Fixed powered water purifier not loading child entity properly
Update manifest
Fixed engine performance not updating immediately when engine internal items change or break
Fixed deployed vehicle lift not being repairable
Clear use flag on load for onlyOneUser ContainerIOEntity. Fixes vehicle lift getting stuck as "occupied" if it was being used during save. Behaviour now matches StorageContainer.
tweak table textures/uv
WIP table LOD
Fixed pickup/repair on combiner and purifier
Standardised prefab names for water pump and fluid combiner
Fixcars console command now only fixes cars within 5m of the admin using it. More useful for testers who won't want to fix every car in the world.
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
Merge from Main -> Vehicles
Mark WaterPump as a gravity source
Fixed pickup/repair items on water pump
Increase water storage on pump from 500 -> 2000
Cache MaterialSwap instead of GetComponent every frame in LookAtIOEnt
Fixed vehicles with wheel colliders (minicopter, scrap transport heli) not being able to drive or fly into the Launch Site lowered area.
TerrainCollisionProxy scripts added to select colliders on the vehicles, and Terrain Triggers on Launch Site raised by around 2m to catch colliders above the wheels. Also modified TerrainCollisionProxy to be server-only.
Set Reserved4 to true if input 3 is enabled on combiner
Revert construction changes that are no longer needed
Various cleanup
Reapplied sprinkler prefab changes that were stomped in merge