248,577 Commits over 3,928 Days - 2.64cph!
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Prevent swapseats from a taxi module to a module with locked doors
Taxi module doors are now always unlocked, even on cars with a lock
New ModularCarSeat vehicle seat subclass. Working on making the taxi doors always unlocked.
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Edit trade box drop velocity
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updating vehicle source files
Taxi module trade dropbox now fully functional
Having the trade box as part of the car, as we do with the fuel/engines/other storage, is a problem as only the base car entity is passed to the server and the server doesn't know exactly which storage compartment the client is interacting with. Therefore it's not possible to have e.g. the engine and storage locked but the trade box open. Trying it with the interaction on the trade box itself instead.
cherrypicking
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Change taxi module script to storage type. Add trade sub-entity prefab
Fix for mummy wraps only being selectable for those who have the item AND the summer DLC
potential thunder NRE fix
Reset viewmodel skin, bodygroups and poseparameters which its weapon changes
North WIP & working in the ice lakes
Defaulted r_jeepFOV to 0 (uses player's desired FOV), to match other vehicles.
Fixed jeepFOV not updating properly when re-entering the vehicle
Fixed FOV desync between server/client for jeeps
Adding +assetsystem to sbox_game
move content\sbox to game\sbox_src
move content/core to game/core_src
Asset system content is in *_src instead of ../content/*
Path Fixups
Material editing works with new *_src paths
Rust addon
Reduced car lift crafting cost
Reduced power requirement
Engine components no longer require HQM to craft
Tier3 engine components are now researchable and craftable
updated vehicle_parts model so it's visually differs from Tool Box which is confusing
cherrypicked
43474.. I swear these driftwood files are cursed
PlayerClass now has and handles MaxArmor just like MaxHealth
Reduced crafting cost of all car modules
One too many rows in rendererLOD - bush_medium_dense
Fixed severed boss parts sometimes hanging around after a restart
Fixed getting in a reset loop in co-op
More paths/material fixes
Fixed being able to stack telephones on top of each other
Manifest (previous one didn't show in plastic)
Repairing severed prefab connections in cave_small_easy and cave_large_sewers_hard
Added desire trails back into the World_setup prefabs
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