198,617 Commits over 4,140 Days - 2.00cph!
Add additional drag when hitting things as well
Make IHurtTriggerUser server-only
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
panel intersecting fix
more conditional fix
Move around some file calls
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adding armored module gibs, fixed some gibs setup
Merge modular car mass and engine power changes -> Main
Bounds and viewmodel fixes
Adjust engine power output to match vehicle weight reduction
Fixes & improved ground fog
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Reduced the mass of all modular car parts by 25%
Merge modular car save file fix -> Main
Fix vehicles thinking they're in a non-working state when loading saves
Fixed broken cabins.
Candle mat.
Merge from Main -> MoreModularCarWork
Iterated on Dredge & fixed its broken ambients
Max punctual lights tweak
Fixed JSON function precision for real
Fixed JSON function precision for real
Fixed players getting flinged unexpectedly, most noticeably with SetNoCollideWithTeammates enabled and standing in teammates
Fixed players on moving brush entities getting insta killed if inside each other with SetNoCollideWithTeammates( true )
Remove "Torque Limit" from ballsocket tool as it does nothing
Tracking Sandbox Camera now properly tracks players instead of tracking somewhere above them
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progress bar tweaks/fixes
merge from SimplerBuildingColliders
coffin can be locked - modded request
Added mixing table protobuf/serialization so progress can be sent to clients.
WIP pogress bar/UI.
wooden walkways large set greybox models
armored passenger LOD/LOD setup
adding glass to armored module + conditional setup / fixed some conditional on collision
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Added some more console responses when using the inventory loadout commands
Added inventory.listloadouts to list all saved loadouts
Loadouts will now save the contents of an item, so weapon attachments will now be saved/loaded
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
F10 now takes a large screenshot with FX (AA, DOF, sharpening) still on, much like F4 does.
Also fixed a bug in F9 screenshots, they now disable AA as they're supposed to.
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
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Merge from Main -> Vehicles
Merge vehicle decay changes -> Main.
Fix decay tick time scaling
Don't damage engine internal items when damage is of the decay type. Removes the need for the player trick of removing engine internals from stationary cars to stop them decaying.
Don't decay modular cars at all if they're on a powered vehicle lift.
Codegen + mainfest + protobuf id changes