Add configurable nearby garage vehicles and fix roadblocks and fuel pumps; record Workshop 0.0.131
continuous-integration/drone/push Build is passing
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Unarmed civilians drive ordinary S105 cars and S1203 vans along the terrain's roads. This is ambient life, separate from enemy convoys and VirtualHQ: drivers receive no enemy loadouts, intelligence or pursuit orders.
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The admin menu's **Factions** page has **Civilian traffic (0–6 cars)**. The default is 3. Set 0 to stop new traffic; existing unclaimed cars retire only when the normal distance and visibility checks allow it. The same setting is available as `/esc mission traffic set N` and `mission.civilianTrafficCount` in the unified server `Escapists.json`. Old configurations receive the default automatically.
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The admin menu's **Mission → Civilian vehicles** page has **Civilian traffic (0–6 cars)**. The default is 3. Set 0 to stop new traffic; existing unclaimed cars retire only when the normal distance and visibility checks allow it. The same setting is available as `/esc mission traffic set N` and `mission.civilianTrafficCount` in the unified server `Escapists.json`. Old configurations receive the default automatically.
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After the prison phase, the server tries one new car every 30 seconds, with at most eight route candidates per attempt. Each fixed route starts on a clear road at least 1,000 m from every controlled player body and known spectator target, passes a road near the selected player area, then leaves along another road. Exit candidates include both sides of the area so a coastal road does not require an endpoint across water. It is not redirected to follow moving players. Positions come from the current terrain's road network; terrain-specific adapters are unnecessary. Roads and usable native vehicle navigation are still required.
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