10,832 Commits over 3,867 Days - 0.12cph!
Cleanup, minor tweaks and fixes
Fixed attack ray origin being off after ricochet
Split vis.attack into vis.attack and vis.damage
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Fixed hit normal orientation reject
Scale damage by the remaining projectile integrity
Some sanity checks for hits caused by projectile penetration
Changed penetration resistance calculation
Added penetration power to projectile
Projectile object penetration WIP
SkinnedMeshCollider improvements WIP
Refresh canvas sort order after showing or hiding loading screen UI
Deleted shatter toolkit (seemingly unused, naming conflicts)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Added Overlay/Top (for custom UI from mods during loading screens)
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Fixed player shadow lagging behind, which made first person feel weird and laggy
No longer make all admins female (added dev.gender as a replacement for testing)
Added client.fps and server.fps console commands
Renamed teleporttome to teleport2me cuz that's how 1337 I am
Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
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Added BasePlayer.MovePosition (for mods)
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