2025-11-08 - 2026-11-08
Overview
73 Pull requests merged by 1 user
Merged
#97 Implement Melee-style knockback stacking
Merged
#96 Implement land from below, fix attacks not lifting fighters off the ground
Merged
#95 Add waveland snapping
Merged
#94 Improve ECB behaviour, add ECB interpolation, wall/ceiling support etc
Merged
#93 Add ledge getup, ledge intangibility limit & fix walk-off velocity
Merged
#92 Fix fighter material not removing the original material.
Merged
#91 Fix ledge transitions and root motion loops
Merged
#90 Initial work on ledge & improved baking of root motion.
Merged
#89 Fix one frame visual transform delay
Merged
#88 Implement up smash, dacus and further improve input system.
Merged
#87 Fix determinism being broken due to bone matrix shenanigans
Merged
#86 Optimize rollback sync-test performance
Merged
#85 Implement grounded fighter pushing
Merged
#84 Implement animation root motion deltas
Merged
#83 Implement tap jump and clean some fluff
Merged
#82 Attack system revamp
Merged
#81 Implement hitbox viewer
Merged
#78 Implement invulnerability/intangibility and sakurai angle
Merged
#79 Rework input buffer to match HDR closer
Merged
#80 Disable GameCube adapter on Windows
Merged
#77 Fix match state remaining mutable after and of match and implement initial work on aerials
Merged
#76 Implement post-match screen and match finishing.
Merged
#75 Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible.
Merged
#74 Fix various minor issues
Merged
#73 Fix bone resampling breaking hitbox interpolation
Merged
#72 Add the ability to respawn and improve controller port mapping
Merged
#71 Add spawn points
Merged
#69 Add the ability to debug draw blastzones & update blastzone formatting
Merged
#70 Implement filled gizmos
Merged
#68 Add the ability to pause singleplayer matches
Merged
#67 Fix fighter visuals after landing snap
Merged
#66 Make triggers be bound to airdodge on non-gamecube controllers
Merged
#65 Allow airborne fighters to pass through platforms while holding down
Merged
#64 Implement being able to drop through soft platforms
Merged
#63 Add mechanism to ignore platforms
Merged
#62 Implement crouching
Merged
#61 Add shifting ECB based on bone positions (melee-like)
Merged
#60 Add authoritative fighter surface state
Merged
#55 Fix GameCube poll thread shutdown and error backoff
Merged
#59 Fix debug UI not working at all
Merged
#58 Pin Blender for CI asset processing
Merged
#56 Implement .blend asset processor
Merged
#57 Integrate lore CI
Merged
#54 Remove UI multi cam setup
Merged
#53 Optimize rollback hot paths
Merged
#52 Add stocks UI
Merged
#51 Rename pending match to match config and add match state
Merged
#50 Build Windows executable in shared Steam depot
Merged
#49 Fix headless asset preprocessing hang
Merged
#48 Fix processed RON assets being ignored
Merged
#47 Deploy production Linux builds to Steam
Merged
#46 Add production build pipeline
Merged
#45 Implement damage UI, damage and stale moves.
Merged
#44 Implement fast falling
Merged
#43 Implement directional influence
Merged
#42 Implement hitstop shake
Merged
#41 Specify ground to air transitions and thresholds
Merged
#40 Update gc-adapter-neo to 1.1.0
Merged
#39 Implement direct P2P session scaffolding
Merged
#38 Split baked animation modules
Merged
#37 Fix Rust cache reuse for dynamic linking
Merged
#35 Fix run direction not being taken into account when accelerating (Fixes #11)
Merged
#36 Deduplicate fighter state lifecycle policies
Merged
#34 Make combat reaction state rollback-safe
Merged
#31 Stop using manual hashing for dash state
Merged
#32 Fix Rust CI cache reuse
Merged
#30 Spread state context architecture (Fixes #18)
Merged
#6 Add debug save states
Merged
#5 Add debug frame stepping
Merged
#4 Persist Rust CI cache
Merged
#2 Make debug menu usable with mouse and keyboard
Merged
#3 Add support for split .gltf and .bin files
Merged
#1 Add build and test CI
1 Pull request proposed by 1 user
Proposed
#98 Deploy Steam builds to Shinespark beta
14 Issues closed from 1 user
Closed
#17 Make the declared physics pipeline authoritative
Closed
#25 Fix GameCube poll thread shutdown and error backoff
Closed
#20 Eliminate rollback-loop allocations and replay scans
Closed
#14 Allow grounded hitstun to become airborne on launch
Closed
#33 Improve gamecube controller deadzone handling
Closed
#24 Implement actual remote peer session setup
Closed
#19 Split baked animation runtime and asset baking modules
Closed
#9 Include grounded collision data in DashState checksum
Closed
#11 Fix leftward run acceleration direction
Closed
#22 Deduplicate grounded and airborne state lifecycle logic
Closed
#27 Replace positional attack tuples with named types
Closed
#8 Remove raw Entity IDs from rollback checksummed state
Closed
#21 Separate attack data, collision, and reaction resolution
Closed
#18 Split FighterStateContext into lifecycle-specific contexts
24 Issues created by 1 user
Opened
#12 Preserve previous joystick state across menu frames
Opened
#7 Prevent shipped smash attacks from panicking
Opened
#9 Include grounded collision data in DashState checksum
Opened
#8 Remove raw Entity IDs from rollback checksummed state
Opened
#11 Fix leftward run acceleration direction
Opened
#14 Allow grounded hitstun to become airborne on launch
Opened
#13 Track and limit air jumps
Opened
#10 Fix gamepad Back and Start menu mappings
Opened
#21 Separate attack data, collision, and reaction resolution
Opened
#27 Replace positional attack tuples with named types
Opened
#18 Split FighterStateContext into lifecycle-specific contexts
Opened
#19 Split baked animation runtime and asset baking modules
Opened
#29 Decompose match preparation into testable stages
Opened
#24 Implement actual remote peer session setup
Opened
#17 Make the declared physics pipeline authoritative
Opened
#20 Eliminate rollback-loop allocations and replay scans
Opened
#15 Validate the CLI player count before subtraction
Opened
#16 Decouple replay playback from debug-match mode
Opened
#22 Deduplicate grounded and airborne state lifecycle logic
Opened
#26 Harden replay loading and preserve failed recordings
Opened
#28 Validate all authored gameplay and animation data
Opened
#23 Use automatically discovered GameCube fallback input
Opened
#25 Fix GameCube poll thread shutdown and error backoff
Opened
#33 Improve gamecube controller deadzone handling