30,783 Commits over 3,867 Days - 0.33cph!
Can cancel in progress craft
Cancel crafting on die - return inventory to allow looting
Cancel crafting on disconnect
Fixed interacting with invisible crafting buttons
Fixed escape not working properly on sleeping bag rename
Fixed selected item option button being too white when selected
Tweaked slippy dropped item frictions
Hide serverside renderers in dropped items (editor)
fixed ak47 viewmodel clipping
Hide clothing particles in first person
Fixed server errors when cooking wolf meat
Fixed map being all sea for reduced graphics quality
Fixed FileSystem_Editor.LoadAll returning non distinct
Fixed selected menu items not showing properly
Item definition menu options can have conditionals, added actions, added cycles
Fixed player not cycling inventory
Fixed missing pickup icon
Candle Hat item doesn't need a backing entity
Fixed NRE in GetItemOptions
Making a bunch of other fire materials emissive
updated the mecanim to use the new 3rd person SMG animations
tweaked some settings on some of the fire sprites
Hacking CurrentPopulation so it works properly in Asset Bundles
3rd person animations for the SMG
Added Menu.ShowOnItem
Added logic for BoneRetarget ( for clothing items to attach entities to bones )
BaseNetworkable automatically verifies PrefabID
Moved GetItemOptions to BaseEntity
3rd person animations for the SMG ( idle / jogging )
rpg 4, fbx + prefab + textures + Material + lods
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up
firearms lose less condition per shot
added proper icons for beancan & smg
added light to beancan grenade fuse
modified the 3rd person SMG animations so the player is holding the gun properly.
Adding floor spikes, model, mats, prefab, gibs and collisions
Big and small water tanks, lods, gibs and prefabs.
Research Table art, prefab integration with lods/gibs/col
lowered the horse scale a bit
lowered SMG fov
repositioned viewmodel to be lower
updated wick sparks to be emissive
Spawnhandler - enforce limits properly - attempt 2
Updated lootspawn to include map
Updated phrases
Sounds and special fx for the SMG view model
worldmodel for the SMG all done
beancan grenade icon update
Fixed horse having no collision
Fixed ironsight zooms being fov dependant
Map - hide paintbox until cursor unlocked
Fixed NRE in AnimalSkin (horse had no renderers set)