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Added new overlays to gearboxes/engines - When looking at any gearbox or engine, the entire link chain will have links rendered, as well as inputs/outputs for each one, as well as connections to any wheels Useful for figuring it of something was linked wrong, or a link broke Updated overlay for turrets - Using some much nicer looking quads to display various aspects of the turret, including home angle, current angle, and arc limits - When you look at a turret with just the physgun, an orange arrow will point in the home direction, to aid with placing the turret correctly. New mechanics for turrets - Complexity, if multiple of the same turret type get stacked on each other above a certain relative size, there will be greatly reduced speeds for everything in the chain - Max mass, when the mass loaded on a turret goes over this, the efficiency of the turret's power source steadily reaches 0 as the mass approaches 3 times the limit. It is possible to power through the efficiency loss with a more powerful motor, but only so far. This is reflected in the turret simulation panel in the menu. - Max speed slider: New option in the menu to allow someone to set a more realistic limit on the speed of a turret. If it is 0, it will default to the turret's normal max speed. Otherwise, the lowest speed will be used between the turret's normal max speed and this setting. - Removed the clientside model rendering, in favor of using the existing rendermatrix. This should cut down on needless checks on the client when the turret is being rendered, and will just render the turret's model rotated as needed. Increased armor on turrets - Just broadly increased the armor so they are easier to keep alive without covering them up Sound replacer addition - Allowed sound replacement for turret motors Replaced more usages of self with a local entity table where applicable (and likely missed or skipped some) Also, fixed a small type in the howitzer definition file
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