243,841 Commits over 3,898 Days - 2.61cph!
ActionJig.LinkTriggered event
Leaderboard backup, run #6827
Use Transform proxies instead of copying the transforms
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Get game compiling again
Build new mesh and hull when adding transformed hulls and meshes
Support creating transformed hull from mesh (why tho?)
Latest trace solver
Return default physics material when user data is null
Setup joint break callback, break joint on body remove
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Fix joint and body double delete
Should be null checking this in water controller
Should be null checking this in water controller
merge from rockingchair_remove_prints
Fix joint and body double delete
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Setup joint break callback, break joint on body remove
AnimatedModel creates and updates bone GameObjects (not the best perf right now, but I will address it)
Fix startup error
Performance scope animation update
Leaderboard backup, run #6821
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Save the equipment & storage inventory separately in protobuf
Don't show "Open Storage" menu option if they have no saddle bags equipped / no storage slots
many small changes
fire/poison damage stat includes overall dmg mult
fix reroll sfx, balance, etc
level earliest upgrade
pacifist barrel upgrade
levelupexisting fix
Rerouting and other fixes
Rerouting fixes
Fixed handle config names for generic types
Some safety when deserializing types
Fixed another generic type binding case
Fixed another generic type binding case
Fixed Nop node passing signals
World models for DraculaMask/DraculaCape
Reworked the train signal lights and lighting.
vampire stake loot spawn (small loot bag)
bonus loot for scarecrow kills with vampire stake
increased chance of additional frankenstein parts
Some cleanup
NoOperation node definition
Create seperate loot panels for horse equipment + stats & horse storage to support >6 storage per saddle bag
Increase saddle bag from 6 -> 12 storage slots again
Split into two inventories: one for equipment, one for storage (rather than first 4 slots being only for equipment and using clientside loot panel to pretend they are different)
Create a new menu option for "animal storage", keep examine as the equipment loot panel
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DraculaMask fits over a bandana
frankenstein buffs, light vs heavy is more apparent
increased base frankenstein health from 100 to 150