248,600 Commits over 3,928 Days - 2.64cph!
Merge main -> SidecarCollision
Renamed friendly gesture to Surrender
Added an optional description field to all gestures
Added a warning to the Surrender gesture that it will allow other players to access your inventory (Will require a phrase rebuild for localization)
Adjust boogie board downhill force multiplier so it isn't active while on flat ocean
Fix npc vending machine sales data getting reset on server restart
Shape, Joint, Contact are structs now
Remove custom cast callbacks for now, can probably use their casting now
IzGeometry -> IzQueryShape
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IzTOIQuery -> IzTOIResult
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Fixed seismic sensor vibration level not reset when unpowered
Default world def
Setup contact modify and should collide callbacks
Create shapes with default shape def
merge from hood_and_cuffs/locked_car_force_mount
merge from hood_and_cuffs/remove_friendly_gesture_holster_delay
merge from SidecarHurtTriggerForce
merge from BikesIgnoreDroppedItems
Allow dedicated sever to load maps
Update steam libs
Lets store the appid in one place, so it's easier to change for standalone exports
Init SteamGameServer for dedicated server when starting a game
Lighting prefab backup
Shifted some pipes around a tiny bit for lighting purposes
Shifted some AC ducting around for lighting purposes
Revert "Add json type converter safely through TypeLibrary"
This reverts commit 620f60624d3f32ac8686a2add19159a0b42fa25f.
Add "game" concommand, to load a game
Add a bunch of Application.IsHeadless
Startup help
Fix warning
Dedicated server starts up properly
Add `browser_ping_estimate_button` to control if the "Estimate Ping" toggle button is shown on the browser (default false)
Show cached ping for servers that have ping estimation off but apply a penalty
- 300 ping penalty for sorting (still shows ping in browser even if it's faked)
- ping shows yellow in browser instead of white
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World and shape userdata is void* now not intptr
Fix GetBody, AddBody, StepSimulation, StepUpdateManaged
Fix compile errors in physics joint
Add should collide callback
Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor
Add joint break callback
Don't calculate mass for height shapes
Test max impulses for joint breaking
AddSpringJoint
Joint is enabled if it's active
Allow joint to become inactive
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