branchrust_reboot/main/excavator_fixescancel
12 Commits over 0 Days - ∞cph!
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)
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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)
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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