253,048 Commits over 3,990 Days - 2.64cph!
Fixed an NRE in IOEntityEditor due to an uninitialized array
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Code review: Add "== this" check with || before EqualNetID check
Code review: Call SetParent before calling Spawn
Code review: Add null check on created
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
Code review: Add entity creation null check.
Code review: Move IsNull from CollectionEx to ObjectEx
Storage module now fully functional + manifest rebuild again
Put prevent building chassis colliders back on the correct Prevent Building layer
Add storage component to storage module + manifest rebuild
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module panel health setup
Removed storage system from flatbed modules
Set up 2module_passengers entity
Increase fuel tank health
Added items and placeholder icons for 1module storage and 2module passenger
move filesystem logic out of html_chromium library
fix up html_chromium useragent strings
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Go back to old activePlayerList behaviour with ListHashSet
merge from sam_pickup_fix
Fix for mismatched profile marker
[D11] + Bunch of building and building core LOD tweaks/fixes
Fix for crash closing locker inventory UI (#2833)
Translation support for the following: Spawnicon Editor (partial), Player model selector (full), script error UI thing, spawnicon and spawnlist right click menus, workshop mounting and fetching subs messages
Player model selector now has a filter/search bar
SceneLOD - disable SLOD segment renderer when completely out of view (and fixed debug draw)
SceneToPrefab - don't update terrain if there's no terrain
Fixed new leaderboards not being created
Fixed new leaderboards not being created
[D11] Bandit Town, Airfield and Harbor 2 SLOD fixes.
[D11] SLOD issue fix. Excludes Harbor 2.
[D11] + Missing Rationbow LOD tweaked