716 Commits over 212 Days - 0.14cph!
Phrase shit
Possibly better NetworkedState prediction
Misc Small Tweaks
Stipple Transparency Shader
Simplified first spawn logic
Ragdoll spawn optimizaions
Buoyancy optimizaions
Don't highlight particle systems
Slightly optimized chat UI
Fixed collider not disabling when ghost
Added PlayerState
Player.Dead can be a property controlled by PlayerState
2018.1.0b9
Use postprocess from package manager
tweak editor wireframe rendering
frogger
Merge branch 'master' of github.com:Facepunch/Tub
rotate player MoveDirection with transfrm parent
Merge pull request #1 from Facepunch/platformrotate
rotate player MoveDirection with transfrm parent
Ragdoll death view, unified sea to a prefab, underwater effects, fixed bouyancy
GameEvents, lerp to button press player
Removing some unused shit
Added SmoothQuaternion (for spectating view angles)
Spectate fix, Gameover screen showing during load fix, escape menu cleanup
Different highlight colours for pickups/buttons, fixed highlight breaking on level transition
Fixed coins not spinning
Button from playground to intro
Experiment, pause and spectate player that pressed the button
Smarter button auto release
Outline effect shit
Better networkstate prediction
Predicted versions of those buttons
Chat fix (it was the UI scaling)
Network grounded state instead of counting on controller
Should fix weird 0,0,0 lerp
Broken chat seems to be a Unity UI bug
I'm guessing it keeps changing these for a good reason
Conveyor Pusher
Velocity trigger
Trying DestroyPlayerObjects
Master take ownership of everything it can on level change
Disable debug output
PhotonNetwork.DestroyAll before loadlevel
Fixed swing seat parenting
Debug overlay
Updated steamworks/facepunch.unity
Force seat observe in photonview
Fixed not being able to take over some seats
Freespawn checkpoints
Netwok time smoothing
Network Sync Steering
Don't lerp/sync if parented
Progrids
Horrible asset store gokarts, enabled lfs
Fixed player name positions