6,237 Commits over 4,079 Days - 0.06cph!
consuming plays appropriate sound effects
can only eat every 2 seconds + predicted locally
max caloric regen restricted to 60 hp + 40hp * comfort
fix bug introduced with prediction
slightly lowered SSAO effects
consuming plays appropriate sound effects
can only eat every 2 seconds - prevents food spam mid combat (temp fix)
max caloric regen restricted to 60 hp + 40hp * comfort
shooting or aiming projectile weapons will stop sprinting (instead of not being allowed to do those actions when sprinting)
pressing sprint when autosprinting will disable it
Nerfed salvaged hammer - Had old melee values in it with a range of 1.8, also made more expensive
balanced stone pickaxe
bandages cheaper
nerfed pump shotgun (used to do 300 damage per shot, Wowzers)
Never wound while sleeping
bleeding stops when wounded
Dead players provide no comfort
Sleeping players add half comfort
Furnace provides comfort
Fixed bug where a tool cupboard placed too close to a wall would prevent other blocks from being placed closeby
bleeding *actually* stops when you are wounded now
beartrap more likely to wound
new tracer effect
lowered rate of fire for some weapons
fixed boneknife crafting time
updated repair bench model
enabled gibbing of basecombat objects
Updated clothing prefabs to be flesh where necessary (no more smoke effects on impact)
renamed 'Assign to friend' to 'Give to friend'
fixed uncrouching into ceilings and rocks
Fix resource nodes not visually getting smaller based on contents
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
small refactor for eyepeek
Removed unnecessary hack for sleeping bags
Food items now mostly give health over time instead of in one go - prevents combat spamming
You also lose all pending health points when taking damage
fix for sleeping bag list not showing up
held bandage baseline
syringe refactor
Use ItemConsume properties to give effects
Interrupt use on other
stone hatchet world model
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
Fix for awake players not adding comfort
stone more expensive
armored much more expensive
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
F1 Grenade implementation :D
Updated grenade to be in 'Weapons' loot table
grenade bounce sound is no longer 2d
added grenade icon
radiation balance
grenade balance
explosives use multiple damage types
clothing has some minor radiation protection
radiation damage regression fix
health regen radiation limit adjusted