10,550 Commits over 4,324 Days - 0.10cph!
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Added BasePlayer.MovePosition (for mods)
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Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
Added client.fps and server.fps console commands
No longer make all admins female (added dev.gender as a replacement for testing)
Fixed player shadow lagging behind, which made first person feel weird and laggy
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
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
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
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Added Overlay/Top (for custom UI from mods during loading screens)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Deleted shatter toolkit (seemingly unused, naming conflicts)
Refresh canvas sort order after showing or hiding loading screen UI
SkinnedMeshCollider improvements WIP
Projectile object penetration WIP
Added penetration power to projectile
Changed penetration resistance calculation
Some sanity checks for hits caused by projectile penetration
Scale damage by the remaining projectile integrity
Fixed hit normal orientation reject
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Split vis.attack into vis.attack and vis.damage
Fixed attack ray origin being off after ricochet