194,538 Commits over 4,079 Days - 1.99cph!
Merge from elevator_block
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Removed need for button collider check
Merge from elevator_block
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Changed layer of lift entity to deployed
WIP spectator networking stuff
Better accuracy when picking which button to highlight when raising/lowering elevator
Convert Elevator to an IOEntity and add inputs for players to hook up buttons to call the elevator to a specific floor
Remove built in menu option to call an elevator (mesh will need updating)
Don't allow auto turrets to retaliate against gun traps
Added trail connection points to various small monuments that didn't have proper road connection points before
Added trail road type, generated after both ring road and side roads have been created
Switched steamworks.GetList to ISteamUGC
Added 3 new types for steamworks, GetList() - "followed", "friend_favs", "favorite"
Added "Followed" and "Favorite" sections to Addons menu
Subscribing to addons with "child" required addons from in-game now displays a nice message telling you which addons you should also install with quick and easy buttons to do so
Translations for the new addons menu stuff
New benchmark demo for HDRP
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Entity.GetModel() clientside should now return more correct result
Better mainland topology generation (fixes some things that looked like islands being considered mainland)
Banned/invalid addons now appear in the addon list to give users a chance to uninstall them and to tell them why they are not loaded
more accurate elevator fence colliders
Reduced chance of finding T1 car parts at road and water junkpiles (road side monuments remain unchanged)
Merge from elevator_block
Moved garage door lock position higher
Keep at least 50m distance to any monuments when selecting a beach spawn point
Enabled pickup on the powered water purifier
Clamp admin time to 0-24 (if it's above 0)
Fixed saved flag on lift entity
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Fixed thrown weapons disappearing when thrown at some areas of the elevator
Fix NRE when shooting elevator call button
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Aurora iteration & file cleanup.