33,167 Commits over 4,109 Days - 0.34cph!
Fixed client worlditem NRE
Removed vehicles and horse riding
Fixed NRE in DoLandingEffect/DoJumpStartEffect
Fixed animal corpses not giving meat
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Disabled lock on window shutters
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Fixed warehouse monument collider having no valid physic material assigned
Fixed foundation placement exploit
Pillars can only be placed in the middle of foundations/floors
Added a couple more deploy checks to the triangle foundation
Sandbag decal
Sandbag impact effect
Sandbag PhysicMaterial
Footprints Human Boots Sand/Snow
Footprints Boar Sand/Snow
Footprints Chicken Sand/Snow
Footprints Deer Sand/Snow
Added breakheld and breakitem debug commands
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Tweaked wall building shell
Fixed NRE in player model effect transfer bullshit
Error reports contain average framerate + memory usage
Static decor placement is more mismatch resistant
Added murmur hash
Default seed and salt use murmur hash
Can pick doors up (need to have no lock and be open)
Can repair shutters/doors
Merge from partial_dungeon_merge
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Fixed shelves not always falling down when lower shelves destroyed
shelves icon
merging foundation.steps 3m changes
Collision smoothing on foundation.steps metal and toptier
LOD fix
Cleaned up EAC kicking code
Added convar global.timewarning (defaults to false)
Fixed weird campfire glow
Fixed doors appearing closed when open, sometimes
Fixed shutter lock proper
autoturret no longer stops firing when you crouch super close to it
autoturret lines barrel up to target more accurately
campfire, furnace, small stash no longer deployable in water
fixed AK recoil being almost non existant, back to old levels
weapons used as crafting ingredients unload all of their ammo before being used up
New landmine explosion.
New Incendiary rocket explosion.
groundwatch can specify layers (no more floating turrets)
firearms found in radtowns/barrels spawn with zero or almost zero condition
actually fixed infinite 556 ammo
item condition inversely reduces research chance by 50% instead of 100%
broken items can be researched, albeit at huge risk for destruction
stone spear once again takes wooden spear instead of 300 wood to craft
door health/armor balance
sheet metal door cheaper
bone knife & eoka no longer fill up the uncommon spawn table (now common)
mace, longsword, large cleaver now uncommon instead of rare
salvaged sword common
higher chance for usable weapons/tools in radtowns
drastically reduced ammo found with weapons in radtowns