130,397 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Increase max LOD count for LOD converters
                
                
                
                
             
         
        
            
            
            
                
                Fixed cooking workbench client NRE
                
                
                
                
             
         
        
        
            
            
            
                
                Clientside rotation (this is ok so long as we use a square/sphere collider lol
                
                
                
                
             
         
        
            
            
            
                
                - Set up really crappy move forward script
- Use item mod instead
- Temporarily set LODS to all be LOD0
                
                
                
                
             
         
        
            
            
            
                
                Setup tech to allow an entity to be created on a throw. Brand new entity throw specific methods and a bunch of conversion + helper stuff added throughout.
                
                
                
                
             
         
        
            
            
            
                
                fixes, unwrap source mesh UVs
                
                
                
                
             
         
        
            
            
            
                
                Setup throw, throw_ready and throw_cancel animation events
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken aim animation
                
                
                
                
             
         
        
            
            
            
                
                Add support for viewmodel renderer
                
                
                
                
             
         
        
            
            
            
                
                Reapply cooling and warming tea recipe produced item
                
                
                
                
             
         
        
            
            
            
                
                Merge from coop_monument_fix
                
                
                
                
             
         
        
        
            
            
            
                
                virtualitemicon_nre_fix -> crafting_update
                
                
                
                
             
         
        
            
            
            
                
                Merge from crafting_slots_rolls
                
                
                
                
             
         
        
            
            
            
                
                Fix virtual item icon nre
                
                
                
                
             
         
        
        
            
            
            
                
                Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed orchids, roses and sunflowers having bait value
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to deploy chicken coops in monuments
                
                
                
                
             
         
        
            
            
            
                
                head armor eligible for 1 slot
added wood plate to t1 tech tree
added asbestos and lead plate to t2 tech tree
metal armor plate loot-only
scientists have a chance to drop asbestos, lead, or metal plate (rarely)
metal plate rarely in crates, codelocked crates
added minor melee/bullet protection to all plate types
removed plate movement penalty
                
                
                
                
             
         
        
            
            
            
                
                Merge from crafting_slots_rolls
                
                
                
                
             
         
        
        
        
            
            
            
                
                Adjusted how armour crafting slots are calculated
Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots
If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
                
                
                
                
             
         
        
            
            
            
                
                Updated male model/prefabs
Added light male player back into player seeds
                
                
                
                
             
         
        
        
            
            
            
                
                - Setup item
- Temporary image
                
                
                
                
             
         
        
        
        
            
            
            
                
                Missing preprocessor checks
                
                
                
                
             
         
        
        
        
            
            
            
                
                Add tests to confirm it converts generic names properly
                
                
                
                
             
         
        
            
            
            
                
                Fix TypeNameCache having a typo in the regex that converts List`1[int] -> List<int>
                
                
                
                
             
         
        
            
            
            
                
                New bee particle script to hopefully cut down on the sub emitters turning on/off all the bloody time
                
                
                
                
             
         
        
            
            
            
                
                Implement new death particles
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_ownership_scientist -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Beehive:
- Fix a bug preventing humidity from being reduced if a roof was used or a fire was placed nearby
- Improvements to loot panel reliability
- Protobuf the humidity too
- Code cleanup and simplification
                
                
                
                
             
         
        
        
            
            
            
                
                Fix scientist corpses not assigning item ownership
                
                
                
                
             
         
        
            
            
            
                
                Removed bee sounds from bee grenade entity (kept on the world and view model)
                
                
                
                
             
         
        
        
            
            
            
                
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                manifest, (harbor_2.prefab got nuked)