200,695 Commits over 4,171 Days - 2.00cph!
Dominant neighbouring gene calculation per slot.
Crossbreeding basics.
[D11] More FP materials brought over
Merge from hit detection benchmark
[D11] Base ps4 screen res changed to match base xb1
Added crossbreeding weighting to GrowableGeneProperties
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[D11] Remove cave prefab - update manifest
[D11] Disable SceneToPrefab update all tools menu
Minor edits to repel system. Added testing object to test map.
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Merge from boomer_iteration
Hooked up other prefabs.
Various polish & cleanup.
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
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Premature boomination fix
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Fix weapons root being left on if no weapons were fired
Update animations
Adjust player damage multiplier with vehicle speed
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
Re enabled other benchmarks
Fixed bug with transform update
Improvements to benchmark
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Reapply FCVAR_ARCHIVE to gmod_language
[D11] Main branch materials brought over
[D11] + Fixed missing helicopter not appearing in game
[D11] + Fix to launch_site helicopter (LOD distances working, collisions in correct place/actually existing, player able to shoot through window, etc)
[D11][#3253][#3257] Fixed issue with deploying water_catcher_small and enabled placing on foundations