199,294 Commits over 4,140 Days - 2.01cph!
Pragma warning disable, manifest
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
Speculative fix for endless tire screeching
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Don't damage mounted passengers in other cars with car impacts
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
Full physicsmaterial farm for effects testing.
fixed ch47 always dropping off at the same monument
File for linux engine version
File for linux engine version
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Added NPC:PickupWeapon( wep ) = bool
Fixed missing Stalker sounds (pain, death, ep1 train stuff)
Load Narrator sounds from Stanley Parable if available
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
Turn off beta build define on main d11 branch
Added EngineVersion.txt to specify which version of the engine should be used
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Fixed SWEP:OwnerChanged being very unreliable and inconsistent
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
[D11] [#4085] Flame turret - smoother movement.
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fix for static waterwell too
basic work in progress of area in bandit camp
[D11] Changes to the tree impact particle system and materials to increase performance.
[D11] Changed ThirdPersonWeapon sounds to check distance rather than LOD Visibility to prevent reload sounds not playing when outside of main camera frustrum