126,678 Commits over 4,109 Days - 1.28cph!
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Adjust car settings for two-wheeled operation
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Assigned correct materials to the harbor crane prefab
Finished crane LOD0 and textures
Reversed RAND switch behaviour, passes power when on and resets to off
Fixed pressure pads blocking power passthrough for a bit when triggered
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Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Fixed batteries draining more than the current energy they receive
Merged electricity_power_fixes to Aux2
Merged io_entity_snapping/fixes to Aux2
merge from main -> ping_estimation
Merge from full_server_demos -> aux2
Network++
Fixed memory cell still consuming 1 power
Fixed switch and smart switch green/red lights feedbacks
merge main -> full_server_demos
network++
merge packet_ordering_2 -> full_server_demos
Merge harbor tweaks to Aux2
updated santa beard to use the newer burlap sack world model when dropped
Fix rotations for Bradley and Heli crates
Sks update
- removed unnecessary files
(test mat & obj)
Added should_dock convar to cargoship
Harbor 1 now does additional terrain checks to ensure cargo docking path is clear
Increased required boat depth in costmap to ensure cargo can dock at the appropriate harbor
Fixed smart switch handles not working
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Fixed AND, OR, XOR switches green/red lights entity flag toggle
player update. exported anim set and setting up divers and fire torches
very first pass getting model in game
Merge from main -> rpc refactor_2
Merge from main -> rpc refactor_2
Merged electricity_power_fixes/ceilinglight to Aux2
Merged electricity_power_fixes to Aux2
merge from harbor_tweaks_4_cargoship
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merge from harmony2_3 -> aux2
Add MonoMod to AppDomain assembly resolver to point to the loaded harmony dll
loot balance, slightly more bias towards the cargoship island on Harbor2
some peeking and advantage balance across harbor2, also fixed a bypass by one of the walls
fixed the last lod of black lorry trailer being white