243,459 Commits over 3,898 Days - 2.60cph!
Make CameraModifier.Apply public
Specifically for people who derive from GameBase instead of Game so they can call it
Update active tool in tool list UI
Added Event.Render.PostProcess attribute
Fix template hotload when SetTemplate doesn't start with /
Plane trace returns null if greater than max distance
Fix WorldPanel's MaxInteractionDistance not able to exceed 1000 units
Checker piece model, spawn dummies on board
Pick team and progress game state
Dress the player
Fix exception dressing bot
Remove debug code
Adjusted how the MLRS determines the rocket trajectories. More chance of hitting close to the central targeted point
Tweaked switch JoyCon button icons
hooked up Frankenstein attack vocal SFX
update construct map, adding texture, cable attachment props, updating prefabs, fixing some gap and missing collider
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Improvements to ski mechanic to prevent crazy buildups of speed when spamming ski
Frankenstein/pet sound setup for when a new order is given.
Fixed Heavy Gunner and Medium Pillager upgrading to the wrong loadouts
Fixed Cluster being able to heal you
Fixed flag disappearing when a player who is carrying it disconnects
Revert tick rate for now because move controller kinda sucks at 30hz
Don't clear ground entity is skiing
Further move controller changes
Sort env map data by cubemap array index
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Better IME input, better multicharacter handling in textarea
Completely strip out unused IIMEManager
Fix NRE when setting label to null
Added a "scroll to bottom" button in the console
Fixed prediction on the Burst and use Simulate for bullets properly
Experimental lower tick rate temp
added petrbrain.controldistance convar, pet returns to idle state outside of this distance from owner
merge from targetting fixes
Citizen/animgraph: changed skid bounds from 400 to 650
Implemented skid param for animator
Fix NRE in PhysicsBody.RemoveShape
Generate mesh collision instead of convex shapes, faster
send client the edge and not the steps, avoids having to rebuild each step, server already confirmed the edge is valid
Remove body when we're done with it
Add TraceResult.Triangle to get triangle index hit