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[D11][Gameplay][#3920] Player auto-sprint input small fixes
[D11] - T2369 - Texel Inconsistencies - Fix - Upped resolution on appropriate maps
[D11] - T2368 - Some Viewmodels are Low Quality - Fix - Updated Materials from FP branch.
Remade twig/wood/stone tier ramps to conform to new metrics
Fixes related to having mixed controller styles
Each player now has their own saved equipment bindings
Fixed controller player able to rebind keyboard player equipment
Merge remote-tracking branch 'origin/master'
fixed chassis attachment, tweak colliders
fixed engine conditional
[D11][UI][#3941] fixed hierarchy issue in ingame options
Fixing the BuildOptions for the linux64 debug build.
[D11] Removed collider from Underwater Plane in Ocean prefab
Compile fix
ISteamUGC.RequestUGCDetails is deprecated
Make Helper calls threadsafe
Use Helper.TakeMemory instead of TakeBuffer where safe
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Fix direct connections from water source to sprinkler (regression introduced today)
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
Increase water per splash from sprinklers from 20 -> 30
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
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Make map jump to your death marker if you're dead
Hide player markers of dead people
Add smart switch and alarm icons, use them as the defaults for those entities
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
Doubled autofill amount (it ticks every 2 seconds, so it needs to be x2 the max flow amount displayed in UI)
Fixed another case where pump switches wouldn't disregard gravity
Rework drain calculation for Liquid Containers, the old system drained too much water when using splitters
Fixed splitters draining water
reverting engine collider condition
re attaching chassis suspension
fix engine bumper collider condition
adjusted bumpers collision size
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Revert wheels to 100% size, lower axle height further instead.
Fix weird centering on PageMessage
Fix switches not applying pump effect (they still need to treat themselves as their own gravity source while powered)
more tweak on front bumper
Lowered axles 4cm to stop larger wheels hitting the frame at full compression
Fixed electrical wires plugged into a fluid switch being highlighted/animated when holding a hose
Fixed a gravity check that was still using the entity position and not the handle position (this fixes being able to flow water from a catcher to a barrel at the same floor height, the catcher must now be at a higher position)
Fixed liquid containers being able to treat themselves as a gravity source
tweak bumper size, fix uv on armored module
15% increase in wheel size
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