108,027 Commits over 3,867 Days - 1.16cph!
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Adjusting collision factors
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Remove hit force multiplier
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When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
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Description updates
Reduced icon sizes
Improved car ability to climb hills:
- Increased low-speed power by 25%
- Increased grip both on and off road by 7%
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Remove unused TriggerParent from 2module_passengers
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Compound fixes & related files
Lightened the picture frame glass albedo texture and changed the material so that images don't appear so dark.
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merge from main, merge fixes.
protobuf gen.
code gen.
Fixed culling volumes at cave_small_hard
backup large walkway models
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backup large walkway models
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Exposed a lot of slots for sound effects
Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
New 2socket vehicle preset
Merge from Vehicles -> Glass
fix nowheel panel gibs pivot
Updated armoured module icons to match their new look
Remaining bandit fixes.
Lighting prefab rebake.
Electricity arc effect conversion.
Fix bunny onesie viewmodel casting shadows
If no safe zones are found, assume we're close to a safe zone (the same as the old behaviour)
Client-side recipe validation before showing "start mixing" UI button.
Refactored a bunch of stuff to allow that.