257,688 Commits over 4,049 Days - 2.65cph!
Start work on new base shader, remove old emissive combos
Some WIP shit from a while ago on getting editor window up to parity, pushing for @cr4yz
Save even empty leaderboards
Change discord bot post format
Generated stage icons for extra stages
Clicking on stages in other campaigns selects that campaign !release
Icons for nightmare stages, notify easy and bonus
Working on script to restore scores, support new metadata format
Enabled interaction foam. Merged with ocean foam.
Obsolete [Spawnflags] it's confusing for mappers and hacky to implement - you should use a property of an enum with [Flags] on it
Removed Spawnflags from BaseTrigger, the only flags that did anything were Clients|Everything - everything should just work with tags instead.
FuncPhysbox spawnflags turned into a flags enum property instead (old maps will still work just fine)
Get rid of FGDType( "flags" ) usages, we just derive this automatically now from [System.Flags]
Added energy/fed display to bar to pet bar.
Updated pet vital.
Send pet vitals to owner not just disk.
Backup 2022/04/05 09:10:00 UTC
Protobuf and more serialization
Fixed 3rd person effects on ice ak appearing while in first person (floating ice cloud)
Merge from powerline_zipline
Subtract
69918, doesn't fully resolve issues
Increased train engine power
Fixed TryGetOppositeCoupling result
When trains collide and couple, maintain an average of their previous track speeds
Add ESPCanvas.ShowHealth which adds the player's health to their nametag
Train engine force calculation accounts for coupled engines facing in reverse direction
Add ESPCanvas.OverrideMaxDisplayDistance and ESPCanvas.DisableOcclusionChecks convars
Get TrackSpeed properly, taking train cars that are facing backwards into account
Backup 2022/04/05 03:10:00 UTC
Merge from powerline_zipline
Add a new entity at the end of each zipline that renders the last half of the zipline (this will resolve the zipline disappearing when arriving at the end of a very long zipline)
Disable this behaviour in demos for backwards compatibility reasons
Update map .addons to add facepunch.unicycle_frenzy game support
Asset compile
Pedal root bone & foot attachment
Asset compile
Place foot at pedal's "foot" attachment
Improved player rotation when travelling on a zipline that goes via another powerline
Add an analytic for using ziplines
Add a tip to explain holding forward to accelerate