31,922 Commits over 4,018 Days - 0.33cph!
manifest
fixed stringpool errors with underwear
updated default underwear icon
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restore subtractions due to merge issues
subtracting
52767 52762 Causing multiple issues with skinnable items - unable to leave Staging in this state
subtracting
52347 - fix for players stuck inside triggers (ladders)
A couple of minor edits to the new carstats var
Added carstats console var
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merge from/BoatMountingFix
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
hitting hemp no longer flags the player as hostile
Fixed broken (mostly Asia) translation text on conversation provider
Move RemoveInvalidEntities to a safer spot
final code gen / phases pass checks
fixed armored cockpit cost
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
Added simple debug util timing functions
reduce modular vehicle horn volume
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
audio.printenginesounds debug console command
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.