248,600 Commits over 3,928 Days - 2.64cph!
State delete designer functionality
Road tunnel blockout meshes and prefabs
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hard intro new attacks
hard octopus new attacks
hard mech new attacks
Added IInventoryEntity
Merge branch 'master' of sbox
Fix typo in CommonConstraintConfig.IsValid
Better param names in config to avoid typos
Add summary for revolute config
wip states, cover & design
Add WithLinearSpring, WithAngularSpring to weld joint config
Add comments for revolute motor funcs
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Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
Add motor params to revolute joint config
Bind PhysicsJointMotorMode enum
Put joints in their own folder, keep it all tidy
Add StartsNotActive to common joint config
Native helper func to fill out PhysicsJointDesc_t
Add friction and breakable impulse limits to common joint config
Cleanup duplicate code as much as possible in joint api
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
Disable EnableSceneObjectOverride for now
Don't create joint if both bodies are null in the config
Make sure collision property isn't null before trying to get physics body from it
orb hard attacks
hard claw balancing
Merge branch 'master' of SpaceUsurperUnity
nightmare pattern variety
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Refactor the basic train movement and collision code into BaseTrain
Move train collision code to BaseTrain
- Get WorkCart rigidbody to sleep and wake appropriately
- TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
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updated supply drop gun loot table
Parent trigger size adjustment
More efficient speed calculation for modular vehicles
Hurt triggers and repel triggers for WorkCart
reduced chance of finding junk in bradley/heli crates
updated supply drop loot panel