250,302 Commits over 3,959 Days - 2.63cph!
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
Speculative fix for endless tire screeching
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Don't damage mounted passengers in other cars with car impacts
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
Full physicsmaterial farm for effects testing.
Only log frame times if replays don't diverge
avoid divergence when setting initial _targetPlayerUpdateTimer
fixed ch47 always dropping off at the same monument
File for linux engine version
File for linux engine version
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Split-screen proof of concept
Added NPC:PickupWeapon( wep ) = bool
Fixed missing Stalker sounds (pain, death, ep1 train stuff)
Load Narrator sounds from Stanley Parable if available
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
Turn off beta build define on main d11 branch
Added EngineVersion.txt to specify which version of the engine should be used
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Fixed SWEP:OwnerChanged being very unreliable and inconsistent
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
Added ignoreCollisionWithPaths to UnitLaserData
Example of ignoreCollisionWithPaths in redux mech stage
Show notification settings on Android
Version bump
Update items, add new icons (igniter, sprinkler, heater), run npx expo-optimize
Update items, add new icons (igniter, sprinkler, heater), run npx expo-optimize
[D11] [#4085] Flame turret - smoother movement.
Show notification settings on Android
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