113,578 Commits over 3,959 Days - 1.20cph!
Removed unused hand IK code
Semi-auto pistol optimisation
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Added timescale server convar
RigidbodyLOD sets detectCollisions and isKinematic
Valve fixed skin issue, this is a proper fix
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Harbor_2 overgrowth dressing backup
Fixed errors on maps without terrain when placing beartrap
Added sky to TestPlane
When using GameSetup player spawns without having to wake
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Added editor save file converter to make save files human readable (only contains very basic info for now)
Harbor_1 overgrowth dressing end
Fixed some weapons culling too early when thrown
Harbor_1 overgrowth dressing backup
Fixed NREs
Updated Manifest
Phrases
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Add a touch more reverb tail and high end on distant gunshots
Added occluders to relevant building core prefabs
fixed water barrel particle effects
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
plants properly restore their age on load
plant hydration-color reworked
fixed stacking bug with harvesting
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
some more work - airfield
Airfield overgrowth dressing end
Runway models remeshed for vertex painting - painted and exported runway to .assets
Ai considers water depth when idle wandering
Real temporary skin fix this time
Airfield overgrowth dressing backup
Back to temporary fix for skins not working
New recycler sounds
Distant gunshot polish
Explosion polish (mostly distant)
Misc minor sound fixes and polish
reduced cost of bone knife
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
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
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
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Larger, easier to see holosight reticle (including during day)
Larger, easier to see holosight reticle (including during day)