branchrust_reboot/main/excavator_fixescancel
10 Commits over 0 Days - Infinitycph!
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Force triggers do not apply to corpses (fucks them up)
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Excavator belt trigger adjustments
Merge from force_triggers