6,223 Commits over 4,048 Days - 0.06cph!
rhib uses updated passenger animation not holding invisible bench
team creation convars tests
team ui
added 87 new threads on reddit RE the game being ruined
added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
promote to leader functionality
convar to disable teams (maxteamsize = 0)
proper invite text and notification
finalized UI art
team members show up on map
skin approval
fixed drink/eat not always working bug
removed 950 debug.log calls
profiling
fixed max range for teammates
buckle up - merge into main
watchtower deployable
teamui fix
hide accept team panel when accepted
more NRE fixes
clear pending team if acceptance fails
watch tower is researchable
watchtower cost increased
75 scrap to research watchtower
jackhammer final implementation
jackhammer available in tool crates rarely and for sale at tool VM in compound
slightly larger nametags
slightly less offset nametags
reduced lerp time of nametags
exploit fix
manifest
phrases
jackhammer worldmodel
network++
jackhammer has less durability
fixed nametags disappearing when really close to players at certain angles
fixed streamer mode not working on new nametags/map
fixed team map markers not being cleared after leaving team
slight height modification of dots
fixed new nametags not showing up in debug mode
cheaper jackhammer at vending machine
final team fix RE disconnections
skin approval
ESP disabled for team members (must have line of sight to see green dot)
Added team member names overtop of map indicators
fixed compass strip being blurry on low detail settings
fixed streamer mode not working on team list
you are here marker always displays ontop of team markers
rhib fuel/engine functionality
rhib editor collision fixes
ocean pathfinding/coastline path generation wip
ocean paths are now optimized and smoothed
ocean paths now shrinkwrap to the island based on depth and distance from terrain
two ocean paths (near/far) are generated and cached at startup (TerrainMeta.path.Ocean*)