198,617 Commits over 4,140 Days - 2.00cph!
plants properly restore their age on load
plant hydration-color reworked
fixed stacking bug with harvesting
Added editor.select command
Renamed entity.create to entity.spawn
Entity.spawn can take partial name, will complain if partial could be more than one entity
Entity.spawn spawns where player is looking, rather than inside player's face
Ai.WantsToAttack returns 0-1 to allow better weighting
some more work - airfield
Building events cleanup, comments
Airfield overgrowth dressing end
Runway models remeshed for vertex painting - painted and exported runway to .assets
Building upgrade events cleanup, removing old flags enum
Ai considers water depth when idle wandering
more visual combat system wip
added a visual combat system test scene
started visual combat event system
Fixed some steam issues. Fully fucked off steamworks.net off now.
Real temporary skin fix this time
Airfield overgrowth dressing backup
Made the trucks swap backs
Added quit console command to server so can quit and cleanup properly (save shit)
added firetrue, ute and oiltank variants to rear of truck paint scene
Back to temporary fix for skins not working
player record database is now serialized on server, protobuf
added lightmap to beep truck 4
switched uv on beep truck 4 to map channel 2 and baked out lightmap
Replaced paint scene deleted scene 2
New recycler sounds
Distant gunshot polish
Explosion polish (mostly distant)
Misc minor sound fixes and polish
FOR FUCK SAKE wip UI test
reduced cost of bone knife
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
Moved Apex AI to the Plugins folder
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Fixed selected slot visuals not showing up on client + test map update
More Units folder summaries and cleanup.