249,019 Commits over 3,959 Days - 2.62cph!
Persist ConnectionCache instances with anim frames
Added MaxCatchupFrames toggle
New floodfill implementation
Added support for \ and \n to .properties
Added ProcessID to game's title if -multirun is set (windows only)
Cleanup ModelEntity
Remove ViewModel layer flag if no longer wanting to draw on that layer
Viewmodel Experiments
Impact prefab & related.
PFX scene cleanup.
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
Added TransmitType.Owner - to only transmit to entity owner
Clothes fixups
Pistol Viewmodel fixups
If deleting a client entity, delete its children too
Impact gibbing & iterations
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semi auto pistol viewmodel fixes
Replicate entity's properly
Added Entity.EnableViewmodelRendering to render shit in the viewmodel pass
Don't create viewmodel in native, we got this
Added Entity.GetAttachment( name, worldspace )
Added Game + Player.PostCameraSetup
hard laser new attacks
hard storm new attacks
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
Entities maintain a list of their children
Removing a bunch of vehicle + teamplay stuff - if we can't recreate these in c# we failed
Changed UserCommand forward, side, up to vector
PlayerCommand isn't used anymore
Merge branch 'master' of sbox
Fix joint binds not marshalling bools correctly
Fix debug only error relating to previous damage changes
Player shouldn't take damage from native code (will have to route physics damage etc via managed at some point)
Default binds: Q = menu, g = drop, v = view
Increase default sound distance
Screenshots save as jpg by default, in game/screenshots/
Bind F5 to screenshot by default
Just use endpos of the trace for thirdperson collision
Add collision to thirdperson camera
Add Trace.Radius for sphere traces
Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Merge from camera_recording
Initial work on WorkCart audio manager
Allow joints to attach to and from ent with body index or name or directly to a physics body
Add BodyCount and GetBody (from index or name) to PhysicsGroup
AI design hot reloading for all instances of current entity type when saving designs.
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Bind GetJointHandle from physics aggregate
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When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
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Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c
Fixed boat condition amounts