-- @/lua/vehicle/material.lua:123
local function forceReset()
table.clear(changedMats)
table.clear(lastValues)
brokenSwitches = {}
for mid, _ in pairs(matState) do --do not change
matState[mid] = false
obj:resetMaterials(mid)
end
end
local function stopRecovering()
material.forceReset() --here on purpurse, it get called a second type on key up and then it fixed what ever material was stuck
if M.updateGFX == updateGFXRecord then return end