111,922 Commits over 3,928 Days - 1.19cph!
door health/armor balance
sheet metal door cheaper
stone spear once again takes wooden spear instead of 300 wood to craft
broken items can be researched, albeit at huge risk for destruction
item condition inversely reduces research chance by 50% instead of 100%
actually fixed infinite 556 ammo
firearms found in radtowns/barrels spawn with zero or almost zero condition
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groundwatch can specify layers (no more floating turrets)
New landmine explosion.
New Incendiary rocket explosion.
weapons used as crafting ingredients unload all of their ammo before being used up
fixed AK recoil being almost non existant, back to old levels
campfire, furnace, small stash no longer deployable in water
autoturret no longer stops firing when you crouch super close to it
autoturret lines barrel up to target more accurately
Fixed shutter lock proper
Fixed doors appearing closed when open, sometimes
Twig atlas
Toptier atlas
Shrinking some AO textures
Fixed weird campfire glow
Added convar global.timewarning (defaults to false)
Cleaned up EAC kicking code
Collision smoothing on foundation.steps metal and toptier
LOD fix
merging foundation.steps 3m changes
Fixed shelves not always falling down when lower shelves destroyed
shelves icon
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Merge from partial_dungeon_merge
Mesh & material updates from dungeons_greybox branch
Can pick doors up (need to have no lock and be open)
Can repair shutters/doors
Renamed 'Monuments' folder to 'Structures'
Dungeon greybox models made so far
Concrete_d texture set
Conc_metal_stains textures improvements
Added murmur hash
Default seed and salt use murmur hash
Static decor placement is more mismatch resistant
Fixed NRE in player model effect transfer bullshit
Error reports contain average framerate + memory usage
Tweaked wall building shell
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Added breakheld and breakitem debug commands
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 a couple more deploy checks to the triangle foundation
Fixed foundation placement exploit
Pillars can only be placed in the middle of foundations/floors
Fixed warehouse monument collider having no valid physic material assigned
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Disabled lock on window shutters
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)