193,626 Commits over 4,079 Days - 1.98cph!
Added a new "plumber" player inventory default
Add recursive checks for fuel transfer
Add some extra checks to stop recursive fuel connections
Add some extra checks to stop water re-entering network after being splashed
Fixed a few issues with vehicle health protection
Changed "No Protection" protection option to give no protection vs "AntiVehicle", which had full protection.
Added gravel road to my test map
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[D11] Bumped network protocol again as a different recent submit had already bumped it and the result was merged.
[D11] [UI] Localisation fixes. Updated Player Proto to include whether attacker was player in death info. Adjusted where translations occur in Look at tooltips. Bumped Network protocol
Force lowercase map names on changelevel/map
Do not add .sw.vtx files to download list
[D11] Updated PFX materials to use new shaders
[D11] + LOD tweaks to various door.hinged.industrial a's
[D11] + Bunker_rooms converted to new LOD System
[D11] Added silencer/muzzlebrake support to the tweaked LR300, and updated the AK47
[D11] Powerlines cables material fixed
Do not complain about undefined water overlays in console
[D11][#3488] Trees no longer affected by 'Orb of invisibility'
[D11][UI] Swap out loading sprite sheet for single image
Improvements to SetCanZoom not blocking weapon fire when set to false
[D11] + Office_planter_300 broken LOD3 fix
[D11] + Plantpot transitioning through LODs too quickly
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Removed script, updated prefab
[D11] Resolved 3553 Amount in a found Water Jug is higher than in Steam
Roadside monuments terrain blend map improvements
Fixed powerlines not spawning along the ring road
[D11][UI] Unload spinning wheel image when not needed. Fix issue with reloading controller images.
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
+ Fixed the underwater bubbles issue
[D11] Campfire incorrect vert colour fix
Maintenance mode: localizing the timestamps.
Fixed some edge cases where the road could clip into the terrain
Merge from skeleton optimisations
Merge from skeleton optimisations
Fixed workshop preview bugs, fixed censored torso tint bug
Set road mesh to LOD0 to have sufficient steps with terrain
river foam texture direction change
[D11] Rendertarget optimisations fixed and turned back on.
[D11] Turn off rendertarget opts for now. Theres a warning that greg pointed out.
Fixed path mesh scale fuckups (fixes road and river texture tiling)
Added "Particles/PixelLit Advanced" shader with linear and flow-based frame blending
[D11] Fix for Black Bin Rotation + Z-fighting at Bandit camp dredge
river mesh debug material
[D11] Dropping Road Height again.