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Cherry-pick my modular car terrain detection work
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Terrain handler now detects physic collider type on the "Default" layer. Refactored surface detection in the terrain handler. Add new handling to modular car physics for frictionless terrain.
adding textures/materials
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Fixed incorrect spine processing when injured
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body grab check uses physics group, should handle ragdolls
Remove copy paste mistake in Game.PlayerDisconnected
Gravgun throws ragdolls better
Fixed ECS bullet callback when player has IgnoreBulletDamage !redux_all
crane magnet - updated skeleton
Add PhysicsGroup ApplyImpulse and ApplyAngularImpulse
Add PhysicsGroup.Mass (only getter for now, unwise to set total mass through this probably)
Also make sure entity has physics group
Gravgun picks up ragdolls using their main physics body
Add PhysicsGroup.RebuildMass
Billboard material tweaks
Rebuild mass of every body in physics group after resize
Whitelist System.Runtime.CompilerServices.PreserveBaseOverridesAttribute
Merge branch 'master' of sbox
Don't copy bone scale when copying bones to ragdoll
Copy world scale to ragdoll
Clear template layouts on init, lowercase paths
Library check FullName ignore case
BaseNavigator can now reduce max speed if a health threshold is specified.
Animal max speeds capped when < 10% health.
Updated plugin integration
Temperate bush billboards
animals only sleep when there has been no recent threat
Might not have a chat box
Testing fix for hotloading
Ignore Sentry assembly when hotloading
Fix NetworkAssetList skipping IgnoreFile list when files are changing
chance and healthbelow AI events now tick at fast instead of very fast.
added TimeSinceThreat ai event/ui/prefabs.