253,650 Commits over 3,990 Days - 2.65cph!
Larger Dog tags wm and tweaked culling distance
Significantly better road / rail intersections
Fixed wheeling through inventory backwards
Get output node will skip other output nodes until it finds a legit node, allows chaining of groups
Reset the output id when removing connection
Balancing changes
Fix phantom tripmine lasers
Discord bot script tweaks
Generated stage icons
Discord bot that posts new records
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Don't give all weapons, add giveall command
Post process based on game state, damage taken
Cleaning
Game state changes
Fixed some broken core materials
Cleaned up asset tags to stop console spam on launch
Fixed outro animations not always playing
Better rail ring / road ring corner postprocessing
Fixed cliffs sometimes overlapping rail
Don't shake the hud if dead
Remove unused code
Longer delay for tripmine arm
Max ammo, coffins
some cleanup and tests removal
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
Fix nametags hanging around after death
Balance tweaks
Get rid of announcer sounds
Clean up scoreboard sorting
Crowbar improvements
Don't use pistol for grenade/tripmine, add hold types
Store current server steamid in richpresence so friends can join
Remove opt disable, seems newer vs version fixed this
Create socket for client steamid too, when listen server
Don't throw error when joining game via lobby
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
Don't SpewAllClients when rejecting because server is full
Fix warnings in WaterSceneObject
Give warning if calling SetModel/Model in entity constructor
tags icons, sounds, manifest
procgen railroad track painted with vertex alpha on its edges - to be used for terrain normal capture
Enable first person with arms and disable the look threshold while ziplining
Merge from powerline_zipline
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Simple game state handler
Now playing couple and uncouple sounds
Make speed ease in respect the mount animation