30,766 Commits over 3,867 Days - 0.33cph!
Hydration drops half the rate of calories (probably backwards but we don't have any drinks)
Fixed block.halfheight metal health
Fixed door metal health
Fixed not being able to connect to server after a failed join attempt
Fixed bow breaking when no ammo
Lessened the effects of hunger/thirst - to avoid shock on it being enabled
Updated water to latest version
Server: Create a net_env if none exists (after loading a save)
Added hide boots/pants/poncho/vest
Resized some oversized textures
Fixed EAC error when disconnecting before auth
Fixed radiation overlay
Re-enabled metabolism
Fixed admins not really being set as admins
Added rigged & roughly skinned head2 variant (no blends or lods)
Fixed NRE in FindClosestBone
Changed how positions are networked
Fixed NRE in PositionLerp
Updated native dlls
Fixed missing components on camera (bad merge?)
Allow developers to go third person too
report protocol++
Floor decal fix, making them darker in unity is a quick fix for now.
fixed the animal animations so they don't flicker as much when moving at certain speeds
tweaked animal animations so the foot placement matches better with movement speed.
fixed animalskin script to work with multi materials
Increased arrow speed, made it shitter against buildings (!)
Fixed metal halfheight block being 4 meters offset
Location based damage is back
Bone hit detection is more accurate
Disabled NPC metabolism (because something wasn't working there)
Added bone names to localization
Changing D3D9 fullscreen mode to "exclusive mode" by request
Fixed NRE in OnProjectileAttack
Fixed empty string network write NRE
Fixed NRE in Deployer
Fixed "dropped through" server errors
Shooting metal blocks now makes sparks
Shooting stone blocks now make correct stone block being shot effects
Fix compile error and reapply footstep updates
foundation, floor, roof, walls, stairs - metal tier
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
wooden door key can be burnt in fire/furnace
Fixed protection properties not expanding when new damage types added
Beefed up block vs melee protections
Added stats tables to BaseMelee preview http://goo.gl/WV1lBp
Boilerplate for recording bytes sent
Fixing server shutdown NRE
Handle CONNECTION_ATTEMPT_FAILED
Undoing footstep commits (they broke the compile)
Consolidate some footstep stuff that doesn't need to be in two separate classes
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
added new horse anims ( gallop / sleeping ); Tweaked a bunch of other anims for the horse
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Fix missing ambience manager prefab in proc map
merge from main/footsteps
lose some extra velocity on ricochet