Calculate drag properly, remember that we use kg/in³ and in/s² - fuck knows how what I was doing before worked in the slightest, this feels much better
Bounce a bit higher
Only use this paddle sound, it's cooler
Made NPC vs NPC killicon consistent with NPC vs Player deaths
* Added util.IsBinaryModuleInstalled
* Added color support and fixed a bug with table.(De)Sanitise
* Fixed potential Lua error in Derma drag'n'drop system
Added support for Colors to table sanitization (#1885)
Also added 0's to the first argument of these, due to the fact that if the first argument of a vector/angle/? is set to NIL, then ALL the values will be 0.
This is probably due to the check where it tries to convert a string/function/? to a vector/angle/?
This is quite important because if you had Vector(0,1,2) and you sanitised it, the sanitisation replaces all 0's with nil, and your vector will break since the first value is 0 (nil now):
tbl[ k ] = Vector( v.x or 0, v.y, v.z )
tbl[ k ] = Angle( v.p or 0, v.y, v.r )
Have also made the nilled values of Color to 255 instead of 0, as 255 is going to be the most common number in a Color, especially in the alpha channel, and will save on data