255,070 Commits over 3,990 Days - 2.66cph!
Added World.Procedural boolean (cc Helk)
Added static immortal research table for the satellite dish
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based
Updated skin shader gui; temporary, entire shader will get a revamp next month
Fixed some script warnings
being downed twice in 60 seconds results in death instead of another wounding phase
Icesheets are visible from further away and spawn more spread out
Moved some weeds from static to dynamic decor
Added new character replay
-brought humans back to old values (also incidentally testing political propaganda on cavemen)
Interaction point is always at the center of the screen, even when moving your head
-new influence maps and InfiniteInfluenceMap.Query object
Added leather resource (unused for now)
changed skybox colour, added wires and changed building positions, added rocks to court, tweaked court colour, added new grating
added new structures and wires to wild west scene, re-exported
Effeeeeeeeeeeeeeeeeeeeeeeeects
-should have fixed double tribe spawning (SpawnHandler wasn't checking for 'IsRepeating')
Fixed material of the torch world model
Fixed a situation that could corrupt the deploy state of held entities on the local player
lowered oil refinery drop rates
lowered crossbow drop rates
stuck explosives fall off their parent when destroyed
deployDelay added to weapons
FOR FUCK SAKE factory model/texture/prefab (removed collision and minimap model for now to remake them in a more optimized way)
Fixed "total recall" eyes on ragdolls
Log warning if holstered viewmodel is holstered again
Log warning if held entity cannot be found in inventory
Invalidate player network cache on inventory change
Stonewall
Building Gallery
Player Gallery
Cleanup/class splitup of ConsumableEffect
SocketHandle for wall placement
more shitting bridge LODS.
Highwall Wood implementation
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Refactoring Entity/EntityComponent handling a bit.
Building and Machine now automatically create add a Container EC if one is not present
Remove IEntityContainer
Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc)
Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor
Added MachineCanProcessItem consideration
NeedManager and EffectManager instantiate assets on awake
Editor things
Removing old step modifer code from Attribute