32,162 Commits over 4,018 Days - 0.33cph!
Tweaked weather probabilities
Network++
mining quarry yield increased
re-enabled projectile dropping from corpses
added megs semi auto pistol icon
Changed behaviour of weather state overrides
Added dev-only weather override convars (only clientside atm)
Updated UnityVS (vs2015 compatible)
Fixed skin colour not changing properly in dev playermodel scene
Fixed NRE on server shutdown
Updated bloom and ambient occlusion
Hopefully fixed weapons not reloading proper
tweaks to semi-auto pistol idle animation
implemented roadsign jacket
Quick reverb tail and distant variation for semi pistol attack
First pass at boar sounds
Fixed being able to wear hide boots over other shoes
Codelock gives a small electric shock on failure
Fixed some tree normal textures not being set as normals
Fixed exception on server join
Fixed right click looting not working except in first loot container
CommunityEntity: Make images invisible before loading from URL
CommunityEntity: Added OverlayTop panel to HUD - which overlays everything
Test for spears/arrows dropping from destroyed parents
Added player flag VoiceMuted for mods
Added player flag ThirdPersonViewmode for mods
Fixed bow (and probably a bunch of other stuff)
tweaked the semi_auto pistol animations
Optimized rendering 7,457 bows at the map's origin for Battle Royale
Enforce fog when rain reaches a certain strength
Increased rain and fog chance
Fixed rain drop impacts sometimes being spawned midair
Fixed warnings
Do a assetdatabase refresh before generating manifest
Fixed dropping items between the grid in loot panels
Fixed wooden storage lock fuclups
Reset IdleDestroy timer on dropped items when stack added
Can't drag more items than max stack amount
Can right click in loot to move item to your inventory
Dropped items combine and stack on collision
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
tweaked animal animation speeds.
merge from main/distantbooms2
Fixed bootstrapping taking a very long time on OSX
Slightly changing how entity collision events are handled ( added ent:ReceiveCollisionMessages( bool ) )