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    Giant Cherry Pick Squash · 5e079f8c
    Steve Green authored and Kanzuke's avatar Kanzuke committed
    - Fixed nameplate in startup message for MapRotate.
    - Canceled End Of The Universe when no players are connected.
    - Probably a fix for the following SC_Turret error that's probably caused by muting turrets. Probably
    - Feckoff with your non-conforming variable naming styles.
    - Removed needless table inserts/removes that were a remnant of FindNearbyPumps().
    - Removed unclamped explosion from pumps getting ripped out of their sockets. Multiplied damage by 10 and made it piercing damage to make up for it.
    - Fixed issue where gstorage pumps didn't know what player data to read from when only receiving an inbound connection.
    - Added OnInboundConnect/Disconnect (and Outbound) event functions. TODO: Make event hooks for these.
    - Removed unnecessary Disconnect() call from pump plugs preventing a connection brought down to one-way from working.
    - The fuck out with your lack of whitespace (code cleanup).
    - Made disconnecting plugs a whole lot less spazzy.
    - Added Canister Recycler generator.
    - Added some sanity checking to pumps and plugs, should quash some errors.
    - Added sanity checks to Auto-Parenter. Especially with SBEP doors, sometimes a ship ends up with invalid physics-objects/entities. Since that would involve fixing all the shit, this is just going to skip them. And hey, things without valid physics objects can't collide anyhow!
    - Minor variable churn reduction in parenting code.
    - Added a bunch of sanity checking to turrets, weapons, and the weapon spawner tool. This should prevent a lot of invalidity errors and blocked AdvDupe2 spawns when weird weapons are loaded.
    - Prevented Weapon Spawner tool from starting out with invalid selections, letting people spawn non-existent things like a Battleship Plasma Beam.
    - Added the sanity check Steve missed after watching Adv Dupe almost crash the server twice
    - Added an Overlay to Turrets based on the one used by Weapons
    - Made Turret ShotsRemaining Output the total number of rounds left between all turreted weapons
    - Made the Weapons tool reselect the last used weapon based on Client's CVars in the DListViews
    - Temp fix for issue #41 (Solar Panels spamming wire errors)
    - Created SBRP Addons command, since all the cadets try it anyway and no one reads the MOTD.
    - Until Discord Emoji support is figured out, have every steam emote embeddable in chat.
    - Ignore the dumb hack to bypass the javascript link parsing, I can't imagine a torture worse than re-writing that regex in GLua's Pattern engine.
    - Buffed Markdown from 'Decent' to 'Pretty Cool'
    - And by 'Pretty Cool' I mean it works better than Discord's markdown
    - New system does mean \italics\ are no longer possible, but you'll just have to live with that Brandon.
    - Added Underscore to Regex, Added Alt-Text, Buffed Size
    - Added as much support for codeblocks as we can from the cl_ file, still too many trims.
    - Improved regex matching for _dumb italics_ and emojis, and then bloated markDown to handle /other dumb italics/ and ti:me:s.
    - Slight Improvements to Code Block Markdown and Regex matching
    - steeb atleast do a grep to see if the var is used anywhere before renaming it
    - Fixes to gravity and noclip
    - getProjectileVel E2 Function
    - return -1 to conform with wire standards
    - Fixed LS Core by booleaning correctly
    - Added Replace Entity function to the sc_generator tool on Reload, so people can stop asking me to do it with my E2.
    - Updated Tool Description to new gmod_tool HUD Style and added new function to it.
    - 'Improvements' to code block regex to support missing newlines
    - Fixed copypasta in !forceaddons
    - Add license, because I forgot to do this ages ago.
    - Improved Overlay message if some weapons are missing from the turret due to limits or shenanigans
    - Made Turret Holograms inherit colour and material changes made to the Turret Base.
    - CSS and Markdown Matching improvements/fixes for Code Blocks and Inline Code
    - Updated all tools to new gmod_tool Style- Loosened the bounds on 'idle pos' from absolute zero to 0.1°
    - Small change to scoreboard to display Server Owners
    - Moved Weapon's GetAim()==nil and trace for our own ship out of :Shoot() and to their own function.
    - This prevents the weapon consuming charge and delaying nextfire if they aren't going to fire
    - Added E2Functions to get info about repairs
    - Renaming E2 function files to better match what's ended up in them.
    - Added E2FunctionDescriptions to the rest of our SpaceCombat functions
    - Removed Descriptions for long since deleted rdFunctions
    - Renamed e2function getCap to getCapAmount
    - For for attempt to index nil occasionally caused by old turrets thinking before dupefinished
    - Fixed max twice per session error where Generator Tool's Reload function was accessing the sbox limit before it had been set.
    
    (cherry picked from commit a5bd9881)
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    5e079f8c
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