126,694 Commits over 4,109 Days - 1.28cph!
[D11] Updated fps demo for QA
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common import options across all tiers
cleanup of folders
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[D11] fix crash I was getting in a final package build, when joining a server. ClosePopup must be getting called in the first frame after the PopulateContent coroutine is started.
spiral stairs: further collider tweaks
[D11][#4151]No rubber-banding when jumping at the fuse box
Fix skin customizations not appearing on icons for wearables
Potential BaseMountable NRE fix (disable mesh culling change)
Fix for gpu foliage on xb1
Merge from oceanlevel_respawn
Final touches to prevent spawning inside of things
Note: submerged islands are the worst case for this so avoid doing that or you may still spawn underwater
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
[d11][4144] {PS4/XB1} Diving tank renders in front of your camera
Turned off mesh occludee component, its messing with the shadowcasting properties. It not there on other items i've seen.
Low speed power boost edit
Bit more power for hill climbing
[D11][#4191] Foundation steps working again because [#2763] Bug introduced with this fix has been resolved.
Rolling off top speeds, balancing values for the new system of requiring a full set of modules
New UI info on needing engine components
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fix for projectiles unable to go through armored steps
Closed Boat engine socket mesh holes
WIP setting up car horns
Assigned and controlled by the seating module, played by holding Primary Fire
Added vehicles to pressure pad layermask
Fixed incorrect source item on fluid combiner, fixes incorrect name displayed on health display
Fix bug where engine showed low performance for a while after adding a new engine and adding parts to it before getting in. Was due to storage item ID not getting synced.
Add a ray intersection check to the mount command on modular cars so the mount option doesn't appear unless the player is looking in roughly the direction of the seat
Increase engine internal item health
Stop engines working if they have broken parts
Added a vehicle collision sfx slot to doors
Fix fuel and top speed stats showing up around the wrong way on the client
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
Engine performance work and bug fixes
Switch to a different spawn point strategy when the oceanlevel is increased (no more underwater respawning!)
Reworked vehicle push volume and door logic to stop the animation and revert to open if the door collides with a vehicle