Releases: Distance-Modding/Mod.OnlineAdditions
Releases · Distance-Modding/Mod.OnlineAdditions
v2.0.1 (BepInEx)
v2.0.0 (BepInEx)
- Added a bunch of server commands
- A modded host allows other users to use modded commands (to an extent)
- No longer turns on collision physics during spectate
- When Collisions are on, all online cars have outlines set to white until collisions are active.
v1.9.5 (BepInEx)
- Added NoServerLimits to the mod
- Added a toggle to allow Network Cars to trigger events. Essentially turns every event trigger into a multiplayer event trigger. (Only affects the client!)
- Improved Collisions
- Network Cars get positioned better when collisions are on
- Collisions now deactivate on respawn for 10 seconds.
- Collisions now have less of a chance of causing death (This means you can get launched more)
v1.8.2
- Collisions are good! (Again!)
- May or may not have fixed a camera issue with replays
v1.8.1
- Added new functionality to /timeout. You can now specify how many seconds you want in the command it self. For example: "/timeout 300"
- Improved Collisions again lmao.
v1.8
- Added ability to adjust the maximum detail for cars
- Added ability to disable the killgrid rendering for every player online
- Updated Collision logic
- Added ability to adjust Outline Brightness
- Increased maximum timeout value
v1.7.4
- Added an option to disable the audio from other cars.
- Collisions now deactivate while you're spectating.
- Collisions are now a little bit smoother, cars a little less jittery.
v1.7.3
Collisions should stay active after playing one game lmao
v1.7.2
Collisions improved even more, however I needed to change the physics of the network cars as well so they are a little jittery.
Spectating is also super weird at the moment. I will address these later, but if you want to mess with collisions now here ya go!
Workflow-Automated Deployment [#9]
This release was automatically generated as part of a GitHub workflow. Please read the repository README for more info.