discount will end on December 1.

(edited image)
v2020.11.26c:
- Added winter mode (you can enable/disable it in the main menu. It is less detailed than last year)
- Added bullet particle effect
- Fixed having to assign neutral to a gear with H-Shifter (you have to enable "H-Shifter" in the steering wheel settings)

- Fixed in new car:
- mirror not moving when opening the right door
- fluids in engine and coolant not randomized
- steering wheel unwrap

- TV can explode now
- Disabled pumpkin spawn
- Removed pumpkin head
- Removed "development build" text from background image (with GIMP)

I've made some progress with the multiplayer too, it is not much, so it's not uploaded yet, but I think there will be a new version relatively soon.
I still don't know how exactly will I make it as good as it should be, but it seems like it will be at least playable, and we will see from there.
I still need to learn and practice making multiplayer, but it seems doable.
The progress I've made is:
The color and condition of the car and the parts is now synced and I've wrote the code for syncing the mounting and dismounting, but... it didn't do anything yet and I have no idea why, but that is an usual problem, I think it is not because of the networking part, but just the programming of it, so shouldn't be that hard to find it.
When I'll fix that, it will be a huge leap, because then the car will not fall apart every second and you will be able to travel together...
Well at least for a while, until you reach 2.5 km, then comes the next problem which I'll have to fix (I thought I did already, but it will be a lot easier to test it once the car doesn't fall apart).
To put it simply, the further you go from the middle of the coordinate system, the less resolution the space has. For example near the origin, the smallest ammount you can move is less than a millimeter, so everything is moving smoothly, or stays where it should be, but if you are far away, the smallest you can move can be more than a centimeter (or meter if you go far enough), so everything is vibrating between two positions and jumping around.
This is fixed in singleplayer by just teleporting back everything if the player is above a certain distance (2.5 km) from the origin and keeping track of the distances teleported back in "higher resolution" variables.
And I think you can imagine how this can cause problems in multiplayer (and with literally everything in the game).
And there is an other problem that for example when breaking a beer bottle, for the other player a wheel spawns instead of bottle shards. And first it seems like it is easy, because it may send the wrong item id and that's it. But it isn't always a wheel, it can be a coolant or bus trap door, anything, it seems random. I think the reason for this is because the save system gives the id's to the items (the id which differentiates between all items, like bottle1, bottle2 not the type id which tells if it's a wheel or a bottle) one after the other, so first item to spawn is 1, second 2... and so on. And what if one of the players breaks a bottle and sends the two shards spawned to the others? It sends that there is a shard with an id of 14 and an other with 15. The other player gets it and if it has no items with such id's then it is all good, it spawns the two shards where they should be, but if that player already has an item with id 14, it thinks that the item should move there instead. Whatever it is, it will move there. This may be the cause that I saw a bus jumping around in the desert instead of a rabbit.
The obvious solution that everything should be spawned and calculated and handled on the server wouldn't work because of the previous problem, what if the server's character is far away? Item's wouldn't spawn where they should be, physics rely on the coordinates too.
This may seem like a complaint or something, but I just wrote down what's up, so you know what I'm working on currently and because most of you are interested in multiplayer more than in VR or any other thing (obviously, I can't wait it either). But if you are interested in more content and features, don't worry, I can't wait to make them either.
Thank you for reading and your patinece! ːsteamhappyː
