126,647 Commits over 4,109 Days - 1.28cph!
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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.
Recipe matching now supports multiple quantities of a recipe.
Produce correct amount of items, with correct mix durations for multiple quantities.
Removed middle building pocket from horse shoe cave (cave_small_hard)
cave_small_hard S2P
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Reduced mixing table inventory slots to 5.
Force mixing table to do ItemManager removes before producing the item.
Merge from patrol_heli_wash
Added the unused wash particles to the patrol helicopter and reduced the cost of the raycast to ground.
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Merge from summer_dlc (liquid spec fix)
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Add support for saving File Storage (signs) with demo data
Fixed save loadout command sometimes saving items in an incorrect order
Merge new car-to-player/ai collision work -> Main
Adjusting drag values after some more testing
Adjusting damage and force values
Change the order of the inventory loadout command parameters to start with the loadout and not the target player/range
Add additional drag when hitting things as well
Make IHurtTriggerUser server-only
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
panel intersecting fix
more conditional fix