6,223 Commits over 4,048 Days - 0.06cph!
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
fixed thompson viewmodel clipping
fixed ak47 world model LOD
fixed ak47 muzzle offset
you can now jump out of water onto small ledges
Icons for barricades & camera
further fix for peeking head through rocks to place sleeping bags
grenade throw animation
bandage/syringe use self/use other animations implemented in third person
balanced ammo crafting times to be arond 10-15 seconds
fixed crystals having 0 health and they now use ore protection values
slightly increased chance of wounded recovery
if you don't recover from being wounded you always die
can attack if head is above water
less gravity when first impacting water
better water-ledge-jump logic
clothing uses the Cloth-Flesh physics material & impact effects
re-added censorship to ragdolls, whoops!
Clicking will no longer interrupt bandaging
replaced terrible thompson xylophone sound