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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -126,6 +126,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Exposed `FrameMan` properties `ScreenCount` and `ResolutionMultiplier` to Lua (R).
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- New `SceneMan` Lua function `CastTerrainPenetrationRay(Vector start, Vector ray, Vector endPos, int strengthLimit, int skip)`, which adds up the material strength of the terrain pixels encountered along the way, and stops when the accumulated value meets or exceeds `strengthLimit`. `endPos` is filled out with the ending position of the ray, returns `true` or `false` depending on whether the ray was stopped early or not.
// TODO Every raycast should use some shared line drawing method (or maybe something more efficient if it exists, that needs looking into) instead of having a ton of duplicated code.
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boolSceneMan::CastUnseenRay(int team, const Vector& start, const Vector& ray, Vector& endPos, int strengthLimit, int skip, bool reveal) {
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