123,333 Commits over 4,048 Days - 1.27cph!
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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
animals can no longer attack players in modular vehicles
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fixed bug with animals continuing to attack player corpses
merge from excavator_scene_rework
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added convars to AIBrainSenses for the new los/update interval timings.
Manifest rebuild to fix "no number for string fuel_storage"
Fix load order issues with vehicle fuel
More optimizations to height and trace queries
Merge from FirstPersonSpectate
Fixed third person mode when spectating
Make all FirstPersonSpectatorMode variables private
Added LocalPlayer.SpectatePlayer that will return the player being spectated and null otherwise, this should be used when there is specific behaviour that is required when in spectate mode (not in regular gameplay)
Remove some redundant spectator checks
Simplify access to first person spectator state, remove IsFirstPersonSpectating and IsLocalPlayerSpectateAware
Check against the actual values instead (FirstPersonSpectatorMode.FirstPersonSpectatePlayer and LocalPlayer.EntitySpectateAware