225,741 Commits over 3,714 Days - 2.53cph!
Added GhostSheet cinematic textures
Added custom rack type checks
Added extended options for "Apply Vertex Color" to most standard shaders
merge from graphics_dropdown
If custom rack type, always assume single slot
merge from SubmarineParentFix
merge from vm m249 skinning fix
rocking chair untextured model
Leaderboard backup, run #6581
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)
Don't try to set property in PropertyDescription if it doesn't have a setter
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Body Enable, Disable, IsEnabled
Merge Main -> Experimental
Rebuilt rail splines again
Remove GetSimulationTime
Apply flags to collision attributes for toggling touch events
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CastShapeSingle
CastShapeMultiple
Use GJK for GetDistanceBetweenHulls
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
Final car explosion force edits
Cinematic Player generic avatar (for conversions)
Define sprinting and not sprinting open animations
Another explosion force edit
Bar door animator updates, removed some legacy stuff we don't need for this door
Use a cached property hash on door opening
Bar door can now delay it's opening based on the player state (so we can play an animation), we can remove the delay in the animator as a result
Reduce the effect of anti-vehicle damage on vehicle explosion forces. Makes the force from HV rockets vs. cars less extreme, more like the force from basic rockets.
Reduced explosion force push on modular cars
Updated holder loot panel to use generic resizable
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
Cherrypick parts of hackweek backpack branch while keeping compatibility with parachute implementation
Move TestQuery to world, only physics game system uses this
Second entrance mesh progress
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
Get rid of orthographic areas (used for drag?)