32,996 Commits over 4,109 Days - 0.33cph!
Map v1 (just fog of war, no drawing yet)
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
rpg 2 + lods + prefab + textures + material
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Code lock fixes
Goosey's animal LODs
Quick pass at crystal ambience
Crystal tweaks. And added to the map.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal fixes. Ambient tweak.
Increase voice limit for viewmodels a tiny bit
Moved elephant grass to TreesSource
Removed the locks that were part of our door textures
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Allow chatting while spectating
Fog. Forestside spawn table.
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
Fixed cached menu not updating disabled status (to main)
someone complaind that the animals looked like they were just spooged on.. I fixed that.
can't upgrade building blocks under attack
re-added consumption sound effects
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
ironsight fixes for various firearms
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
Wood yield scaled with tree size. 15% bonus on arctic ones.
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.