126,693 Commits over 4,109 Days - 1.28cph!
Destroy any invalid vehicle on vehicle lift if lift is destroyed
For vehicles that were saved in dead state, destroy immediately on initial load
Various small physics and control changes for generally smoother driving, better control.
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close
Strip the push volume on client
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
fixcars command improvements
Show modular car health (total) in the HUD
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Made water pump legs longer for deep water
[D11] Makes ragdolls letss twitchy
[D11] Makes ragdolls letss twitchy
Trying out batching aa DD calls
Reapplying Bill B Launch site changes (50021) which got stomped in save192 (monument_bypass) merge
[D11] Disable fps lock during demo playback
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
Always include the DDraw shader in the build
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[D11][#4036] Flame Turrets LODs oriented correctly.
[D11] Fix for construction guide loading multiple LOD meshes
[D11] [UI] Fixed missing death map marker sprite.
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
[D11] More fixes to debug camera controls
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Merge brake light changes
Vehicle brake light code changes
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Added a version of ForceModelSeed that doesn't require an overload
Merge from Main -> Vehicles
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected