249,154 Commits over 3,959 Days - 2.62cph!
Remove util.RelativePathToFull as it serves no purpose in non menu states
More references cleanup from deprecated models
Stables only spawn in T0 and T1
Reduced count to 1
Add base and prim library
Underwater rock scene review
merge from car_cost_balance
Removed missing scripts on fireflies prefab
Unfucked the driftwood(TM)'
Reduced updated vehicle_parts collider
Lowered scrap cost of vehicle parts from vendors - sellorders
Cliff normals calculation
slightly lowered taxi vehicle module crafting cost
Fixed backgrounds starting at 0 opacity
Fixed case where baked backgrounds might not tile seamlessly
Can now show / hide background layers, with optional fadeTime
force taxi panel triangulation to avoid uv deformation
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laser background
storm background
Remove log, add a minor bonus if a text match is found in the description
Improved search filtering when adding sell orders to vending machines
Filter text now prioritises name matches over descriptions and measures how accurate the match was when ordering results
Merge modular car taxi module branch to Main
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Prevent swapseats from a taxi module to a module with locked doors
Taxi module doors are now always unlocked, even on cars with a lock
New ModularCarSeat vehicle seat subclass. Working on making the taxi doors always unlocked.
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Edit trade box drop velocity
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updating vehicle source files
Taxi module trade dropbox now fully functional
Having the trade box as part of the car, as we do with the fuel/engines/other storage, is a problem as only the base car entity is passed to the server and the server doesn't know exactly which storage compartment the client is interacting with. Therefore it's not possible to have e.g. the engine and storage locked but the trade box open. Trying it with the interaction on the trade box itself instead.
cherrypicking
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Change taxi module script to storage type. Add trade sub-entity prefab
Fix for mummy wraps only being selectable for those who have the item AND the summer DLC
potential thunder NRE fix
Reset viewmodel skin, bodygroups and poseparameters which its weapon changes
North WIP & working in the ice lakes