122,130 Commits over 4,048 Days - 1.26cph!
Better display (localized/icon) when killed by compound turrets, grenades (beancan, f1, etc)
Coupling WIP. Coupled trains now work in a perfect "spherical cows in a vacuum" type of scenario. Remaining scenarios TODO.
Being killed by a deployed entity will now show the icon for that entity in most cases (auto turret, spikes, external walls, campfires, etc)
Train coupling WIP. Many bug fixes and many new bugs.
Added the ability for the death screen to show translated NPC names and icons
Revert
69804. We know which way the train is heading, so we can make do with only one alt track.
Add ESPCanvas.ColourCodeTeams, will make nametags of all players on team ID 1 appear as green, team ID 2 will appear as red
Fixed inherited track speed when trains couple sometimes being reversed. Removed TrackSpeed property.
Reassigned tread materials on magnet crane (broken in 69947)
manifest rebuild - build times
lr300 vm sprint anim test
Enabled interaction foam. Merged with ocean foam.
Added energy/fed display to bar to pet bar.
Updated pet vital.
Send pet vitals to owner not just disk.
Protobuf and more serialization
Fixed 3rd person effects on ice ak appearing while in first person (floating ice cloud)
Merge from powerline_zipline
Subtract
69918, doesn't fully resolve issues
Increased train engine power
Fixed TryGetOppositeCoupling result
When trains collide and couple, maintain an average of their previous track speeds
Add ESPCanvas.ShowHealth which adds the player's health to their nametag
Train engine force calculation accounts for coupled engines facing in reverse direction
Add ESPCanvas.OverrideMaxDisplayDistance and ESPCanvas.DisableOcclusionChecks convars
Get TrackSpeed properly, taking train cars that are facing backwards into account
Merge from powerline_zipline
Add a new entity at the end of each zipline that renders the last half of the zipline (this will resolve the zipline disappearing when arriving at the end of a very long zipline)
Disable this behaviour in demos for backwards compatibility reasons
Improved player rotation when travelling on a zipline that goes via another powerline
Add an analytic for using ziplines
Add a tip to explain holding forward to accelerate