240,773 Commits over 3,867 Days - 2.59cph!
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?)
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Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS
Get rid of CreateMeshShape on the interface, nothing uses it
Fallback to physics casting in 16m if the building block attached to the guntrap has no TC placed / it is destroyed
Grass weeds cluster set
Leak decal
Save instanced render distance convar
Codegen
Fix crashes when attempting to index invalid sentence IDs
Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes
added delay to bar door animation, added reverse anims, added anims to animator
Move GameObject to its own folder
Add Transform Accessor
Force position test. Scene & save file.
metal_trim_01 + weathered + painted
https://files.facepunch.com/jason/1b1011b1/Adobe_Substance_3D_Painter_CpAspnBaT1.png
https://files.facepunch.com/jason/1b1011b1/Adobe_Substance_3D_Painter_2sOi9sX1OG.png
https://files.facepunch.com/jason/1b1011b1/Adobe_Substance_3D_Painter_TVK7nZwYuq.png
Leaderboard backup, run #6566
merge from main -> hackweek_backpacks_2
Wearable prefab setup for Dracula Mask
Icons for Dracula Mask/Cape
Dracula cape no longer removes head attire
Merge from /main/deckard-render
Fixed animation lag and snapping issues when dof_deckard is enabled
Added wedges to the storage barrel variant C and updated LODs and colliders