5,970 Commits over 4,383 Days - 0.06cph!
Log warning if holstered viewmodel is holstered again
Fixed a situation that could corrupt the deploy state of held entities on the local player
Fixed material of the torch world model
Added leather resource (unused for now)
Interaction point is always at the center of the screen, even when moving your head
Added World.Procedural boolean (cc Helk)
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Added a bunch of exploit testing rocks to CraggyIsland
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batching.verbose defaults to false
Fixed MeshBatch refreshing too often
batching.verbose can be enabled by everyone
RandomStaticObject and RandomStaticPrefab run on the server as well
Fixed materials of the small bridge
This folder should not exist (I think)
Server compile fix (cc Alex)
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Fixed possible overflows of F1 console text buffer
Construction plan uses non-weapon lookat weights
Minor player movement tweaks and fixes
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Removed debug DDraw I forgot (whoops)
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Added command history to F1 console (navigate with up and down arrows)
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Updated F2 menu dev layer toggles
Improved readability of the F2 menu FPS counter and dev toggles
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Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Fixed some door socket mods that were being overly preventative
Added input.autocrouch convar (default false)
Enforce crouching if required (for example when waking up under a rock)
Added stuck tests to PlayerMovement scene
Fixed some scenarios that would trap the player in the falling state, resulting in him getting stuck
Made player movement gravity and friction tests more reliable
Fixed locks colliding with player movement (door exploit)
Made lock colliders more accurate
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Added debugplayer dev console command
FIxed viewmodels switching between running and walking on slopes
Fixed toptier door collider offset (this means its mesh will be offset slightly until paroxum fixes the mesh pivot point)
Toptier door hatch collider and visibility state