122,857 Commits over 4,048 Days - 1.26cph!
Split BaseVehicle back up, with the modified code from the merge
Merge in sleeper_mounting_2
Temporarily reintegrate all parts of BaseVehicle in order to facilitate the upcoming merge
Fixed vehicle sub-entities doubling up on the client side
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Potential fix for snowball leaked entities
Fuel and storage sub-ents
Move InitShared out of #SERVER area, and take additional #SERVER flags away from around childVehicles.Clear() - needed on the client as well.
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fire in longer bursts when close range
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More snowmobile WIP. Compiling now
this bad boy can fit so many cliffs in it *slaps roof*
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Cleaned up old east inland splats
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WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
Road normal/tangent tweaks to mitigate an intersection issue. (temp fix)
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Added support for alt look while spectating (added a new model state flag to track when a player is alt looking)
- Changed some more GetWorldVelocity calls into GetLoalVelocity, so they'll work if parented.
- Moved GetLocalVelocityServer and GetAngularVelocityServer rigidbody-based overrides into BaseVehicle, so we don't have to override with the same method for every new vehicle.
Rename ModularCarPhysics to CarPhysics
Rename EntitySpectateAware -> LocalOrSpectatePlayer
Update RPC overloads
Merge VehicleUpdates -> Main, let's try this again
Fix for revertion bullshit in northern terrain data
Most remaining east inland cliffing
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merge from human_ai_combat
Added a near clip offset for underwater rendering