10,539 Commits over 4,324 Days - 0.10cph!
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Restored ProceduralComponent.Mode as it is used by custom maps
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Fixed checksum mismatch when using server level transfer
Added server.leveltransfer convar
Added maxpacketspersecond_world convar
Renamed maxrpcspersecond to maxpacketspersecond_rpc
Renamed maxcommandspersecond to maxpacketspersecond_command
Remaned maxtickspersecond to maxpacketspersecond_tick
Renamed maxcommandpacketsize to maxpacketsize_command
Made playerseed and shuffleplayerseed take optional argument that specifies the target player (only visible locally, only in demos or admin / dev)
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Fixed reload problems at extremely low FPS
Disconnect on checksum mismatch
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Fixed binds not working with cinematic_play and cinematic_stop
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Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
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