252,854 Commits over 3,990 Days - 2.64cph!
Play finish particles with sound effect when completing course
Added finish screenspace particle
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snowmobile source files and updates
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Fixed modular car suspension
retro snowmobile - added 360 shooting specific anim, updated player animator, added snowmobile driving and passenger mountpose enum, updated seat prefab to use new pose
Ski suspension faster updates
Finally got snowmobile ski suspension perfect, but broke modular car suspension
Show Incomplete instead of 00:00 in map details menu
Map vote ui displayed at the end of a session
Rename GameTime to TimeLeft
uf_endgame_duration convar
Move map cycle stuff to UnicycleFrenzy.MapCycle
Map voting system, server will change map to highest voted
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Iron Fences - revised post design and improved texture resolution
iron fence - roughness tweak for paint
Switch driving pose for Alex (will break compilation for everyone else)
New prefab variant for Tomaha passenger seat
Front ski suspension extension values now working (almost) correctly
Addition changed to hop stop and pop rock
Fixed a stack overflow with DListView and columns inserted at specific positions
Add mp4 support to CMovieRecorder so we have a working mp4 recorder that we can speed up for runtime use
Reduce this DockWidget padding
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Select server entity, if available
Split classes into files
Allow getting DisplayInfo to type to not inherit
Inspector navbar
Add Option.Enabled
Inspector back/forward with history
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Updated Hop Stop and Pop Rock layout
Added Paint.AntiAliasing
Add Widget.ToolTip, Widget.StatusTip
FloatEditor can have an icon instead
Add Angles Editor
Add Paint.SetBrush( image )
Color editor
Fix generated ISteamInput interface not handling arrays for originsOut which would just crash if a user has multiple buttons for an action
Remove InputButton enums that were completely unused and unbound to avoid API confusion
Ditch seperate DigitalAction enum, let Steam Input bind any InputButton as a digital action.
Make Controller an internal class that we use from the public Input class instead
Add clientside Input.GetGlyph( InputButton ) and Input.GetButtonOriginName( InputButton ) which return dependent on active input device. ( Need to source some M+KB glyphs really )