122,144 Commits over 4,048 Days - 1.26cph!
Train coupling WIP. Coupled trains can now move forwards or backwards without glitching out.
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Client compile fix
Sleeper nametags will now ignore ESPCanvas.OverrideMaxDisplayDistance (the nametag will display when at close range as usual)
Fixed grenade launcher shells not appearing correctly in death screen
Fix NRE in ImageProcessing.IsValidPNG
prebuilt vm weapon prefabs
Better foam blending between shore and ocean
teamid 1 -> 1000 & 2 -> 2000
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Added support for scientists to show an icon on the death screen, added a temporary icon
Fixed static floor spikes
Fixed cases where an entity would display as the attacker and weapon (landmine, flame turret)
Better display (localized/icon) when killed by compound turrets, grenades (beancan, f1, etc)
Coupling WIP. Coupled trains now work in a perfect "spherical cows in a vacuum" type of scenario. Remaining scenarios TODO.
Being killed by a deployed entity will now show the icon for that entity in most cases (auto turret, spikes, external walls, campfires, etc)
Train coupling WIP. Many bug fixes and many new bugs.
Added the ability for the death screen to show translated NPC names and icons
Revert
69804. We know which way the train is heading, so we can make do with only one alt track.
Add ESPCanvas.ColourCodeTeams, will make nametags of all players on team ID 1 appear as green, team ID 2 will appear as red
Fixed inherited track speed when trains couple sometimes being reversed. Removed TrackSpeed property.
Reassigned tread materials on magnet crane (broken in 69947)
manifest rebuild - build times
lr300 vm sprint anim test
Enabled interaction foam. Merged with ocean foam.
Added energy/fed display to bar to pet bar.
Updated pet vital.
Send pet vitals to owner not just disk.
Protobuf and more serialization
Fixed 3rd person effects on ice ak appearing while in first person (floating ice cloud)
Merge from powerline_zipline
Subtract
69918, doesn't fully resolve issues
Increased train engine power
Fixed TryGetOppositeCoupling result
When trains collide and couple, maintain an average of their previous track speeds
Add ESPCanvas.ShowHealth which adds the player's health to their nametag
Train engine force calculation accounts for coupled engines facing in reverse direction