108,596 Commits over 3,867 Days - 1.17cph!
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Use ItemConsume properties to give effects
Interrupt use on other
Prevent placing sleeping bag inside resources
held bandage baseline
syringe refactor
Dropped items can finally have unique models
Network/Save protocol++
Changed how InitShared/PostInitShared get called to be clearer
Fixed another sleeping bag exploit
Renamed a bunch of files
Improved bridge terrain adjustments
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Apply decor components on riverside and roadside decor
Scale river depth with terrain slope
Improved roadside decor placement
fix for sleeping bag list not showing up
Food items now mostly give health over time instead of in one go - prevents combat spamming
You also lose all pending health points when taking damage
Removed unnecessary hack for sleeping bags
small refactor for eyepeek
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
turn in place animations for hatchet / pickaxe / pistol / grenade
tweaked the sprinting animations for pistol / rock
tweaked the campfire crouching animations
re-exported barricades using a single component - proper
re-exported barricades using a single component
skull fbx + prefab + mat + textures
Fixed items ejected from furnace/campfire/storagebox falling through the world
Fixed vitals sometimes not showing
No placing sleeping bags under water
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Allow clients to call data.export
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
added inplace turning animations for when the player holds a bow
improved the 3rd person crouchwalk animations for the bow
BuildPrefabs use deletion queue instead of doing it straight away
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
MovementSoundTrigger wasn't culling itself on server
BuildPrefabs logging
Added GameObject.Hierarchy.Components to diagnostics
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)