224,002 Commits over 3,684 Days - 2.53cph!
Units are now savabale + runtime bug fix.
Fixed building placement guide with pool.mode 2
Reverted effect references on deployable building parts (hoping those are all)
Update Manifest, Prepare prefabs
Fixed workshop scroll speed
Fixed httpimage sometimes not loading
Added accepted category in workshop
lighthouse stuff (temporary)
Networking fixes. Temp set grid range to 1
Automated Linux DS Build #478
Big ass managers refactor WIP
HttpImage caching
Bag categories
Placeholder bag hq icon
Optimized inventory scroller
List 'crates' from inventory schema instead of hard coded
tugboat LODs, prefab update
Automated Linux Build #478
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player commanded role weight fix
Steam Inventory crafting warning
Player commanded GPVs should now apply role weight correctly.
GameConfig WIP
RoleParameters exposed in behaviour editors
Reverted EAC server binaries
Added lods to hazmat suit
Load inventory when opening tab instead of on startup
Fixed icon loading errors
Fixed some item categories
Fixed salvaged hammer viewmodel
Fixed NRE ServerMgr.cs:806
tugboat textures, WIP model, materials
Slightly faster LightEx / LocalPositionAnimation
Added a comment in code to show that explicitly
Singleton Managers should live in GameManager, since that's where they live on the Game Manager prefab.
Default to Survival game mode when starting with startup, so that we actually get out of the loading screen and load the game (or quit the game if there's no game mode defined at that point).
fixed SAR costing 3 semi auto bodies (now 1, oops)
balanced SAR recoil/damage (easier to hit stuff now)
FOR FUCK SAKE island border
FOR FUCK SAKE raised world by 5 unit
FOR FUCK SAKE disabled shgore ovjecte cuz it look weird with big wave
!A wip ocean surface shader
Water force to 12, cannon ball bit bigger, cannons fire faster, longer and less height
Fixed buggy chat visuals with pool.mode 2