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SmashPhil
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Vehicle-Framework
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VF-389: Fix needs not being fulfilled in vehicle caravans. A dropped …
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#116:
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VF-393: Implement IVehicleWorldObject for StashedVehicle (#361)
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#115:
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The mouseover detection for a rect calculated outside the widget grou…
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#112:
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Starting tile fixes when creating a boat caravan on a sea tile (#355)
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#111:
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fix: make vehicles able to engage and roadkill all hostile pawns incl…
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#109:
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Fix missing idle vehicle job targets (#360)
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#108:
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VF-388: Fix regions not registering edge touching correctly, padding …
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Expose vehicle caravan action boundaries
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#105:
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Expose named turret targeting actions
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Expose cargo and passenger UI actions
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Allows vehicles used for fishing to be used in a caravan formation
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#98:
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Add Vehicle Exit Check: Show an icon when vehicles can't reach map ed…
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VF-365: Fix ideo roles being lost upon exiting vehicle.
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#96:
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fix: make vehicles able to engage and roadkill all hostile pawns including manhunter animals
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#94:
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fix: make vehicles able to engage and roadkill all hostile pawns including manhunter animals
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VF-375: Fix caravan construction speed average checking pawns this st…
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VF-377: Fix caravan tweener not ticking every tick, resulting in cara…
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VF-370: Add position and rotation changed events for VehicleEventDef.
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#81:
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VF-375: Fix failing test in Test_VehicleCaravan_Needs asserting Updat…
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#80:
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VF-375: Fix vehicle caravan repairs not correctly taking average of a…
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#79:
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VF-363: Re-enable load pawn gizmo on unstable build.
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#78:
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#337: Fix persistent objects across saves from static VehicleWorldObj…
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#77:
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VF-367: Fix vehicles requesting new path on corner cases with EntityR…
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#76:
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Set the texture flip flag in the RenderData of VehicleDef and Graphic…
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#75:
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Commonize vehicle UI rect calculations
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