134,214 Commits over 4,444 Days - 1.26cph!
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
Taking a guess at fixing VehicleEditingPanel NRE
Cancel chassis destroy timer if a module is added during the countdown
Edit large flatbed name to be different from the small one
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
Replace central locking placeholder with final version
tweaks to gate prefab (lock position)
updated collider
Updated external wooden walls and gate to match new model
prevent animals from targeting players in safe zones
Fix skipping a light when one is removed
Adjust module world colliders - smoother on ramps etc.
Replace colliders on the other version of powerline_pole_a as well
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
update lock/vehicle texture
adding central lock model, updating vehicle texture
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
Remove scriptable objects and associated systems
Update overrides
Got PrefabAttribute gibbables working on modular vehicles
Updated ConstructionSkin to spawn gibs
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
Speculative fix for NRE in TriggerBase
Central locking placeholder visuals
fixed bandit town safe zone
Central locking functionality, along with some refactoring
Updated wind settings on new grass
fully encapsulated bandit town in a safe zone
Fixed FillMlPerSec not working correctly in BaseLiquidVessel. Updated water bottle, jug and bucket fill rates so refill times match the pre-fix rates.
Fixed pool, board, gibs errors
Updated beach chair volumes
Removed duplicate volume check on table, accurate volumes, added deployable decay 8/8
Fixed read/write gibs errors on table and chair
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
Prevent players without key/lock authorisation from pushing cars that are in safe zones
Open fuel is always default interaction when looking at fuel container on minicopter
Slight road terrain offset tweak to prevent ground peaking through around intersections
Fixed roadside decor sometimes spawning on road at intersections
Moved roadside decor slightly further away from the road
Smoother road layout (both vertically and horizontally)
Smoother road joining (at intersections)
small wooden box can no longer be deployed inside trees
Large banners now decays when placed outside of building priv