127,957 Commits over 4,109 Days - 1.30cph!
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling
reduced cost of bone knife
New recycler sounds
Distant gunshot polish
Explosion polish (mostly distant)
Misc minor sound fixes and polish
Back to temporary fix for skins not working
Airfield overgrowth dressing backup
Real temporary skin fix this time
Ai considers water depth when idle wandering
Airfield overgrowth dressing end
Runway models remeshed for vertex painting - painted and exported runway to .assets
some more work - airfield
Added editor.select command
Renamed entity.create to entity.spawn
Entity.spawn can take partial name, will complain if partial could be more than one entity
Entity.spawn spawns where player is looking, rather than inside player's face
Ai.WantsToAttack returns 0-1 to allow better weighting
plants properly restore their age on load
plant hydration-color reworked
fixed stacking bug with harvesting
Fixed a bunch of culling bugs for both player and npc + small optimizations
Added frequency controlled culling bounds refresh
Added playercull style minimum cull distance, sleeper dist, etc
Now disabling child animators as well
fixed water barrel particle effects
Added occluders to relevant building core prefabs
Add a touch more reverb tail and high end on distant gunshots
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Fixed NREs
Updated Manifest
Phrases
Harbor_1 overgrowth dressing backup
Fixed some weapons culling too early when thrown
Harbor_1 overgrowth dressing end
Added editor save file converter to make save files human readable (only contains very basic info for now)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed errors on maps without terrain when placing beartrap
Added sky to TestPlane
When using GameSetup player spawns without having to wake
Harbor_2 overgrowth dressing backup
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Valve fixed skin issue, this is a proper fix
RigidbodyLOD sets detectCollisions and isKinematic
Added timescale server convar
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Semi-auto pistol optimisation
Removed unused hand IK code
Fixed aim angles not being broadcast if player standing still
Added gravity server convar
Salvaged axe optimisation
Store muzzle point on viewmodel/projectiles so we don't look it up by name every shot (!)
Player eye position hard coded, negates need for extra transform
Editor: Draw BLUE line where projectile weapon is pointing
Editor: Draw CYAN line where player eyes would be pointing if eyeball in end of weapon
Added corpses server convar
Added events server convar