110,890 Commits over 3,897 Days - 1.19cph!
Fixed not being able to drag from belt bar or some of loot bar
Put corpse inventory container first (temp hack, so can loot corpse body)
Added experimental tiling per splat; only on legacy shader atm
Unbroke blend mask toggle
Attempt at fixing TerrainPaint splats going retard sometimes
Terrain atlas generator now throwing error on invalid splat texture size
Fixed being able to drag empty icons
Added Pickup notifications
Added blend masking toggle to TerrainPaint, for debugging purposes
Fixed TerrainPaint mismatched splat channel ordering in play mode
NPC no longer jump far ahead after being updated slowly.
Added skinned male variant head with LODS
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Fixed ItemIcon shader being grayscale on OS X
Tweaks menu - sound + input options, fps graph
Fixed String.ToInt not working as designed
Fixed graphics.quality not changing all quality settings
Updated phrases
Fixed two script class name fuckups
Bunch of terrain texture V2 renames.
Started to unify flee and retreat.
Strip server-only components on client build
Removed ConsoleSystem.ConvarChanged
Updated ConvarWater to use new convar callback
Belt bar selection highlight
Added TextureUtil class along with TextureUtil.ReadCompressedPixels from Texture2D
Scene2Prefab - optionally don't update unchanged scenes
Removed editor checksum debug log
Added terrain texture Bake replace request dialog
More layout width for the info fields in the F1 menu
Added world seed, size and checksum to system info
Forgot updated icon metas
Fixed legacyLevel2 not playing for petur
Added control map channel indicator to splat icons
Hide vital warnings if they're not vital
Show main vitals in inventory menu
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Fixed all chat being "text"
Fixed background blur in dev scenes
Fixed steamworks error on shutdown
Handle www error when downloading news images
Handle retry connection error when missing server address
Handle ConsoleSystem.Build when passed a null object
updated the some sound effect names so they match the other weapons
Fixed terrain normal texture scene connections and updated metas
added dryfire anims and sounds for all of the weapons;
fixed some clipping problems with the thompson reload
added ironsight animations for the pump shotgun
Changed normal texture importer format from bump to advanced + auto_compress; manual swizzle, consistent with runtime
Added andre's changes
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Switched terrain normal textures to compressed tangent-space; updated terrain and water shaders
AISense no longer adds redundant obstacles.
Confusing ConsoleSystem.Run refactor
NPC movement no longer creates garbage.
Option<T>.isEmpty no longer creates garbage.
Craft queue info in blueprint list
Right clicking blueprint cancels queue'd craft
NPC population logging now includes player count.