126,617 Commits over 4,109 Days - 1.28cph!
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)
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Add meta.if_true and meta.if_false so you can make binds do different things for presses and releases
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Separated ice and snow coliders in the ice lakes
added passenger sitting pose to player animator
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Fix steering lerp bug that was messing with steering at high speeds. A couple of other high-speed adjustments.
Add payout slot to loot panel
finishing touches to tower / perimeter wall
Added carsdropiloot convar, can be set to false to stop modular cars dropping storage items on death
Show number of spins left from deposit
Terrain splats and topologies update
Take scrap from storage inventory instead of player inventory
Allow scrap to be deposited, only show spin menu item if there's enough scrap for a spin
updated npc positioning and cover markers in bandit town
striped construction related scripts from static gate
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
Pause auto transform syncing while generating gibs
Add overrides for twig foundation and floor
Fixed not being able to make a new override on child entities of a prefab
Manifest
Fix demo browser scrolling
Custom loot panel for deposit/payout
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
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Merge from gib_pool/scriptableobjects
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Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
Open loot panel on deposit
Spawn storage container as sub entity to hold lootable deposit and payout