108,259 Commits over 3,867 Days - 1.17cph!
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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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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
North WIP & working in the ice lakes
Reduced car lift crafting cost
Reduced power requirement
Engine components no longer require HQM to craft
Tier3 engine components are now researchable and craftable
updated vehicle_parts model so it's visually differs from Tool Box which is confusing
cherrypicked
43474.. I swear these driftwood files are cursed
Reduced crafting cost of all car modules
One too many rows in rendererLOD - bush_medium_dense
More paths/material fixes
Fixed being able to stack telephones on top of each other
Manifest (previous one didn't show in plastic)
Repairing severed prefab connections in cave_small_easy and cave_large_sewers_hard
Added desire trails back into the World_setup prefabs
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merge from Halloween_2020_Patch
More material fixes and error fixes
Procmap now loads uninterrupted
Fixed a bunch of errors in caves prefabs to do with decals
Fixed rocks in swamp_b and swamp_c