252,766 Commits over 3,990 Days - 2.64cph!
[D11] Fix for Lantern Glass
[D11][UI][#3563] Slow healing items show a visual for where the player will heal up to on the healthbar
Vehicle lift now uses the new animations. Removed obstruction check since it's so low now anyway. Replaced coroutine with Facepunch Invoke.
Updated palm tree marker data with new system where possible
Presort tree markers by rotation
Move through marker locations in a linear order to eliminate snapping around the tree
some trench rebalancing
turret clamped to bounds, tweaked some medal times
fuse changes
Add a new marker data generation system that uses multiple arcs of raycasts to find positions rather than relying on visual mesh vert points (some trees don't have great topolgy to generate good results)
Clean up some duplicate marker datas
Fix terrain topology type
Merge from Main -> Vehicles
Map markers should update at the same time as other markers now, fix mock server not using your SteamID (which broke chat formatting)
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Send player markers in MapMarkers
Hose models and materials
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Manifest + car population edit
Fixed updating campaign score metadata on switch
Merge branch 'master' of SpaceUsurperUnity
Working on leaderboard caching for switch
Ocotillo and creosote bush polish
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Added Entity.LookupPoseParameter( name ) = id
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Added NPC.GetCurWaypointPos()
Added NPC.GetNextWaypointPos()
Added 3rd argument to Player.SetFOV - requester entity
Added Entity.GetHitBoxHitGroup( hotbox, set )
Added Player.SetLastHitGroup( group )
[D11] Projectile.DoMovement optimizations, cache RaycastHit list in game trace [#3144] Fixed mask in gameoptions
Fixed wrong asset paths for monument benchmarks