30,724 Commits over 3,867 Days - 0.33cph!
Fixed TMP error when joining a server or opening the map for the first time (caused by the PermanentMarker TMP asset)
Improved ball.entity physics behaviour, rocket hits etc now apply forces correctly
Merge from elevator_parenting_collision_improvements
Restored server browser search bar text size
Added .editorconfig file or standardised Rust code formatting
Only do the dismount check from
104439 on the initial parenting so that e.g. a modular car can drive through a narrow passage without dismounting people on the flatbed
Don't parent players to parent triggers in situations where there is an associated mountable and the mountable has no valid dismount positions for the player from their current position
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Merge from enable_monument_scenes -> main
Merge from enable_monument_scenes -> main
merge from clearinventory_improvements
merge from terrain_collision_interact_fix
merge from skin-bundles-2024-09
Fixed more armoured passenger module collider holes
Disabled deployment of Ice Throne on Tugboats (it uses a non-convex mesh collider)
Merge from spraycan_shippingcontainer_qol
Raised waterlogged point on motorbike and sidecar bike significantly
Merge from nametags_random_colour
Merge: from fix_hitinfo_pooling
Tests: all modes build in editor, got attacked by animals then injure->kill - correct killer (and no leaks of HitInfo in Pool)
Switched the old torch flame texture compression to DXT5|BC3 to fix the compression visual noise.
merge from geiger_counter_leak
merge from store-ui-dlc-pages
merge from VehicleFloorFix
merge from ArmouredPassengerColliders
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merge from survey_charge_lod
Edit flipped threshold a little
Car 'flipped' threshold is now around 80 degrees instead of 90
Togboat collider small edit
Additional collision primitive for rear of tugboat
merge from repairbench_icons
Merge from fix_debugqueue_cmd -> main
Merge from fix_io_budget_float -> main
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merge from empty_bind_fix
merge from world_model_scale_fix
convar_directory_folders -> main
helicopter_keep_damaged_fx -> main
timed_explosive_fx_follow_orientation -> main
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