107,945 Commits over 3,867 Days - 1.16cph!
Fixed roadside decor sometimes spawning on road at intersections
Moved roadside decor slightly further away from the road
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Smoother road layout (both vertically and horizontally)
Smoother road joining (at intersections)
small wooden box can no longer be deployed inside trees
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Large banners now decays when placed outside of building priv
Fixed HBHF sensor not receiving damage (incorrect bounds)
Adjusted engine part spawns to match how many are needed in an engine
removed scrap from recycle from T1 and T2 engine comps
Reduced crafting costs / repair costs of car modules
Side roads are slightly wider
Default world size is 4500
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
Merge from network_lerp_4
Updated a lot of common monuments to run the static group system for testing.
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Put a time limit on the failed start tooltip
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Finish removing client dismount code from #
51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
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Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Update layer list in Defines to match the new vehicle layers
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S2P cave_large_sewers_hard
Fixed cave_updown_a inside terrain antihack false positive
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