198,791 Commits over 4,140 Days - 2.00cph!
Created all detail colliders for the work cart apart from the cabin. Removed WorkCart_COL since we won't be able to use it on a rigidbody (convex rule)
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Created world colliders for the work cart
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Merge from Main -> WorkCart
Set roadsign meshes to read/write enabled since they're also used as gibs
Cherry-pick armoured module LOD fix to Main
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Do not recreate player's hull every tick
Fixed env_sprite_clientside affecting sprite trails
Trimmed down InstanceData, more tidying.
get rid of proper type checking for vgui.Create
Train tunnels / overpass progress / prefabs / scene update
Train tunnels source files backup
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Deleted old code, renaming...
Bug fixes and refactored some of the conversion routines
Fix broken LOD rendering due to root bone and mappings being saved wrong
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merge from workbench_rotate branch
Attack interface, state, event, design, classes, etc.
merge from door_blockage_anim_fix
merge from autoturret_deathscreen_fix
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fixed UV on armored module LOD
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Horses will now continue to eat if their health is below 100% (they used to stop if their stamina was 100%)
Capitalised "Examine" in the horse entity menu
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Being killed by an auto turret will now display "Auto Turret" instead of an empty field in the player box on the death screen
Moved most of the group removal process into a job
Added a slight (0.25s) delay before we start checking for blockages on doors, fixes an animation issue when reverting a door open/close immediately after the player triggers a door open/close
Allow deploying storage monitors onto vending machines
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cherrypick language files and "realistic fall damage" option
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