33,214 Commits over 4,109 Days - 0.34cph!
Removed ConsoleSystem.ConvarChanged
Updated ConvarWater to use new convar callback
Strip server-only components on client build
Bunch of terrain texture V2 renames.
Fixed two script class name fuckups
Tweaks menu - sound + input options, fps graph
Fixed String.ToInt not working as designed
Fixed graphics.quality not changing all quality settings
Updated phrases
Fixed ItemIcon shader being grayscale on OS X
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Added randomized mushrooms to more trees
Added some randomization to rad towns 2 and 3
Added skinned male variant head with LODS
NPC no longer jump far ahead after being updated slowly.
Added blend masking toggle to TerrainPaint, for debugging purposes
Fixed TerrainPaint mismatched splat channel ordering in play mode
Fixed being able to drag empty icons
Added Pickup notifications
Terrain atlas generator now throwing error on invalid splat texture size
Attempt at fixing TerrainPaint splats going retard sometimes
Added experimental tiling per splat; only on legacy shader atm
Unbroke blend mask toggle
Fixed not being able to drag from belt bar or some of loot bar
Put corpse inventory container first (temp hack, so can loot corpse body)
Fixed some player chat messages just printing "SERVER"
Fixed white line on Steam avatars
Fixed NRE in RandomDynamicPrefab.EnterView
If network exception disconnection, tell server what the exception was
Handle main menu news not loading properly
Fixed blurry menu texture
Fixed UI scaling wrong on 4:3
Fixed EAC banned users sometimes not getting kicked properly
Catch & report RPC exceptions nicer
Fixed stack splitting dupe bug
Debugging not being able to wake up
some 3rd person animations for the pump shotgun
Fix rock sounds not playing
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Added debug logs to CullCell
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Fixed walking/running stopping when closing inventory menu
Fixed chat box opening again on submit
Chat has scrollable history
Can click on avatars in chat to view steam profile
Fixed too many veritices in canvas error if lots of chatting
Fixed cancelling queue'd craft not returning resources
Crafting can no longer take from or give to wearables slots
Items are no longer destroyed if inventory is full - they're dropped into the world
If furnace/campfire is full, will spit out items instead of losing them
Added drop notice
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Removed health regen on building blocks
Placed building blocks start with max health
Upgrading a building block puts it on max health
Building blocks start off on the cheaper, more fragile "twig" set (non-balanced)
Added F2 options to hide hud/chat/branding
Removing debugging from PlayerInput now that wakeup bug is fixed
Protocol++ (non dev branch can't see building skin changes anyway)
adding corrugated_a generic textures
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
finished the 3rd person animations for pump shotgun.
set up the wm_sawnoffshotgun to use appropriate 3rd person animations
Fixed divide by zero
Fixed 0 health on building blocks
Reduced cost/health of all twig blocks
Added roof block
Meat is now stackable
Medkits/Pills are stackable
Added missing twig roof skin
Added process info to F1 menu if it can be retrieved on the current platform