30,781 Commits over 3,867 Days - 0.33cph!
Fixed jackets having empty skinned mesh renderers
Updated PlayerModel scene's Terrain game object
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
Revised to previous Salvaged axe vm Idle as it has been overwritten
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Fixed infinite loop crash
Can only sprint forwards
Can't melee attack when sprinting
Missing start position randomization
improved the blood particle effects
fixed a bunch of wm_ weapons not using the proper 3rd person hold type
Added conditionRepairable to item defs
Added ResourceRef - to reference GameObjects in Resources but translate the reference to a name at runtime. Unity sux.
Placeholder explosion effect for goosey and alex to play with
Fixing occasional "samed field name is serialized multiple times" error related to TerrainSplatMap
Add condition info on item icons
Add 'on fire' icon to item icon (when on fire in a furnace or campfire)
adjusted a bunch of view model's idle animations
Updated player wounded anim & .meta
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Generated loot recepies with new items
base item condition stuff
Added 1st pass player wounded animation
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added maxCondition to item def
Don't wipe out the whole stack when eating
Fixed supply drop parachute not closing
Added ThrownWeapon HeldEntity type
Added c4 charge entity
Fixed warnings in ItemIcon
Added explosives/timed explosive charge items
Updated phrases
Can toggle nudity censor in F2 menu
F2 menu settings are now saved properly
Added process info to F1 menu if it can be retrieved on the current platform
Meat is now stackable
Medkits/Pills are stackable
Added missing twig roof skin
Fixed divide by zero
Fixed 0 health on building blocks
Reduced cost/health of all twig blocks
Added roof block
finished the 3rd person animations for pump shotgun.
set up the wm_sawnoffshotgun to use appropriate 3rd person animations
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
adding corrugated_a generic textures
Protocol++ (non dev branch can't see building skin changes anyway)
Removing debugging from PlayerInput now that wakeup bug is fixed
Added F2 options to hide hud/chat/branding
Building blocks start off on the cheaper, more fragile "twig" set (non-balanced)
Removed health regen on building blocks
Placed building blocks start with max health
Upgrading a building block puts it on max health
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
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
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 PrefabPreProcess setting inactive prefabs to active after processing if in the editor