6,993 Commits over 2,771 Days - 0.11cph!
Fix strange movement on flat surfaces
Fix vehicle test gamemode
Refactored space stuff
Spin the camera with the planet movements
Avoid a ton of boxed chars
Fix hotload going into webcon
Add forces to follow movement instead of just teleporting
Revert "Make AngularVelocity return the vector in pitch yaw roll"
This reverts commit e4e13903c34737994a03e0a5d128401f5336cd5b.
Angles<->Vector3 will convert rotation around axis to/from pitch yaw roll
Make AngularVelocity return the vector in pitch yaw roll
Always send the matchmaking response (matches aren't instantly made anymore)
Fix possible NRE in the buy nuts panel
Make it possible to shoot over other units
Line of sight uses different methods for terrain and unit checks
Override the current culture earlier in boot
Fix model category showing repeats of the same categories sometimes
Remove the voice chat option
Fix exception reporting URL
Show a message if the purchasable nut isnt fount
Automatically return to the menu if the game is over or not working when clicking surrender
Fix for authentication failure locking players out
Add some match analysis queries
Fix newmaps not forcing the change
Update FP.Steamworks, turn item properties off
Add Inventory.EnableItemProperties to turn off per-item properties (not all games need it and it's a bit slow)
There could be a whitelist Func or something added later for more control if anyone wants to do that
Server will now pick maps immediately if there are none in the DB
Add the map rotation table sql
Add a hotlodable config for some things
Rename and delete the career logos folder with the career folder
Map rotation syncs with DB (allows multiple servers and newmaps/setmaps commands)
Update FP.Steamworks, fix the buy nuts panel status text
Add Inventory.OnInventoryResultReady so you can check that as well as the generic OnUpdate
Add Overlay.IsOpen
Remove nut suffix again, fix purchase quantity
Update FP.Steamworks, change starting currency condition
Make Inventory.OnUpdate an event, FormatPrice can be passed LocalPrice without needing to multiply it
Formats for more currencies, and make that format function public
Show default items first, set the color for the item info panel when UI blur is disabled
Change input handling to avoid flicker in the attack state
Move CheckForGameEnd() calls around so it only gets called after commands finish processing (for fixing tilefall at end of match)