250,340 Commits over 3,959 Days - 2.63cph!
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Cleaned up old east inland splats
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WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
Road normal/tangent tweaks to mitigate an intersection issue. (temp fix)
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Added support for alt look while spectating (added a new model state flag to track when a player is alt looking)
Fixed input rebinding !switch !release
- Changed some more GetWorldVelocity calls into GetLoalVelocity, so they'll work if parented.
- Moved GetLocalVelocityServer and GetAngularVelocityServer rigidbody-based overrides into BaseVehicle, so we don't have to override with the same method for every new vehicle.
Rename ModularCarPhysics to CarPhysics
Rename EntitySpectateAware -> LocalOrSpectatePlayer
Update RPC overloads
Support for single Joy-Con in single player !switch !release
Merge VehicleUpdates -> Main, let's try this again
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler
Code cleanup, make it have our current shader coding style
Fix for revertion bullshit in northern terrain data
Most remaining east inland cliffing
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Fixed a bug displaying which weapon upgrades are already owned
Refactor of weapon upgrades. Almost completely implemented weapon selection + upgrading in the new Station Screen.
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Updated test-procedures.md
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods
try-catch ModelBreakCommand execution
Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data
Implemented (and moved to managed) break_create_joint_revolute model break command
Connection lanes implementation
All SendMessage overloads have optional laneIndex
VROverlay: handle key management automatically internally
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
Add icons to the stationscreen
Remove NativePointer, simplifying managed object pointers in native
Refactored so managed classes in c++ use handles and aren't pointers to classes
Clean up InteropSystem
Refactored m_pManagedPtr to EntityObject
styling for weapon selector
Add in the select buttons
ModelDoc: Rotate viewmodel camera with model rotation
merge from human_ai_combat
Adding in Weapon selector upgrade view
Loadout Weapons Station screen styling
Added a near clip offset for underwater rendering
animals can no longer attack players in modular vehicles
Implement loadout weapon main screen display for station dialog
Generator comments out SteamInputActionEvent_t.AnalogAction_t types since the type declaration is missing from steam_api.json