108,630 Commits over 3,867 Days - 1.17cph!
implemented roadsign jacket
Quick reverb tail and distant variation for semi pistol attack
updated loot tables & phrases
First pass at boar sounds
revolver slightly more common
Added semi auto pistol! just like the p250 in legacy
increased velocity of all ammo types
increased shotgun damage
Fixed being able to wear hide boots over other shoes
Codelock gives a small electric shock on failure
Fixed some tree normal textures not being set as normals
Fixed exception on server join
Fixed right click looting not working except in first loot container
CommunityEntity: Make images invisible before loading from URL
CommunityEntity: Added OverlayTop panel to HUD - which overlays everything
Test for spears/arrows dropping from destroyed parents
Added player flag VoiceMuted for mods
Added player flag ThirdPersonViewmode for mods
Fixed bow (and probably a bunch of other stuff)
Spears/Arrows stuck in objects will now fall out when object is destroyed
tweaked the semi_auto pistol animations
Optimized rendering 7,457 bows at the map's origin for Battle Royale
Enforce fog when rain reaches a certain strength
Increased rain and fog chance
Fixed rain drop impacts sometimes being spawned midair
Fixed warnings
Do a assetdatabase refresh before generating manifest
Fixed dropping items between the grid in loot panels
Fixed wooden storage lock fuclups
Reset IdleDestroy timer on dropped items when stack added
Refactoring, cleanup and fixes
Can't drag more items than max stack amount
Can right click in loot to move item to your inventory
Changed weather blending to use ingame time
Added day, month and year convars
Added addtime console command (addtime 1 adds 1 day, addtime 1:00 adds 1 hour)
Dropped items combine and stack on collision
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Rain overlay takes water and wetness into account
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
tweaked animal animation speeds.
merge from main/distantbooms2