121,138 Commits over 4,018 Days - 1.26cph!
Moved some stuff around + code org
baking to assets vcolor painted meshes
dressing backup
Fixed item pouch loot panel sometimes not having enough slots to show all contained items
Fixed item pouch being culled too early
Fixed item pouch sometimes falling through objects
When a storage container is destroyed, drop an item pouch instead of all items individually
Can no longer put items into loot containers
Network++
baking to assets vcolor painted meshes
Reswizzled pbr base layer pack map 1 and 2
Finished tracker; processor++
Rocket scaffolding LODs/COL
Updated Facepunch.Steamworks
Added Jetpack
Tweaked server side weapon cooldown verification
Reduced grenade bounciness
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
Sync improvement experiments
ores have a smash effect when changing stages
Forgot a prefab in changeset
21249
Can hold down LMB to continously hit with hammer
Fixed wood world model collider rotation being off compared to visuals
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed burlap sack world models spazzing out
Fixed occlusion culling on roof parts
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Rocket factory door LOD/COL/Prefab
Washed lube off dropped items
Dropped items displace grass around them
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Launch site warehouse awning and tweaks
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Tinting and placement improvements
Rocket factory grounds, replaced game objects with prefabs
Launch site warehouse LOD/COL/prefabs
Merged from main/humanoidNPC branch.
Use vertex color B channel to scale displacement
increased coverage on grass blade models