134,080 Commits over 4,444 Days - 1.26cph!
Scrap heli wreck files/prefab
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
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
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
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
Car and door keys now act like notes, so users can add custom text info to each key
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.
Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
WIP, all done except the method of breaking locks "in the field". Protocol++
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
Remove car lock if all driver seats are removed
Fix car lift UI item selection
Show info on modules being locked if the player doesn't have a key
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
More work on car keys/locks
Clamping LOD level support to 8 max, RendererInfo includes more information, updated the test scene to generate from a list of monuments.
Added conversion utilities for all the other LOD components etc.
fixed boat mesh (holes) and collider
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Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
vehicle missing key start failure sounds
Tidied up and commented code, added a test to compare to RendererLOD
Now performing culling jobs only on tiles and batches that are visible.
Cleanup + moved heli vendor stuff into its own prefab for later merges
Updated bandit town lighting prefab with vendor lighting setup