127,960 Commits over 4,109 Days - 1.30cph!
Added missing physic materials to crate prefabs
Added missing physic materials to junkpile_d washing machines
metal chestplate skinning tweaks
Combat log includes unique ID of attacker and target
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Fixed convar text output somtimes being odd
Fixed messed up ground collider on harbor 1 and harbor 2
Data export command supports water map
cleaver does slightly more damage and has a higher attack radius (on par with mace)
redid a bunch of the holdtypes to look better without any spine movement. adjusted the 3rd person weapons orientation to fit the new holdtypes.
Made player less hunchbacky when looking down slightly
Fixed toolcupboard context menu orders
Added world.cache convar (default true)
fixed bounds on plants
dead plants stick around longer and can be hacked down
each clone attempt loses 10% genetics
no more minor damage when fully protected from radiation (radsuit)
Include monuments in prefab warmup (does this break everything?)
Salvaged icepick optimisation
Harbor_2 overgrowth dressing end
Stripped out ownership stuff
Player skull items display name of dead player
Fixed startup errors for 32bit windows users
Quickcraft uses last chosen skin
Icons in craft queue uses skin icon
Made hammer guide blue (red was making people think "disabled")
Stripped vertex painter components from harbor scenes because they're horrendous
Removed clientinfo attribute
Salvaged sword optimisation
Include active colliders in dump
Stack Steam Inventory resources (wood, metal, cloth)
Spawn with rock skinned to previously chosen skin
got rid of vertex pro bs components, re-baked some meshes to assets
levels airfield, powerplant and harbors
Added dropitems server convar
Double Barrel Shotgun is skinnable
Fixed skinnables with multiple materials not editing properly
Building parts occlusion meshes
Satchel charge skinnable
Fixed workshop editor skipping some mesh downloads
Military Tunnels overgrowth dressing
Icon positions for new skinnables
added playerseed <int> editor command
rotated pivot point on the tuna can
zeroed out all rotations on tuna can wall light
optimized lowest LOD on tuna can
network++
fixed NRE in FixStacks
rebalanced scale of wall light effects
wall light wax fake subsurface scattering toggles with light
lanterns/ceilinglights/walllights can only be accessed if building privileged