6,224 Commits over 4,048 Days - 0.06cph!
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
added satchel charge
protocol++
fixed explosive rounds dealing almost double explosive damage
satchel charge exhibits beancan behaviour (duds etc)
beancan grenades slightly more expensive
c4 sulfur cost reduced by 20%
halfed or more crafting time for explosives and gunpowder
armored door is available at level 17 (was 20)
xp earned from bandaging/syringing other players (max 1.0 per user)
xp earned if someone else self heals with your bandage/syringe
shortened bandage other duration
Removing gather diminishing from others, max 2 xp - you'll get it all sooner
shelves unlock at level 5
shelves are super cheap to craft - this is a necessity not a luxury item
lowered craft cost of barricades
spike trap available at level 5
wood barricade available at level 8, woodwire 12, metal 14
ladder available at level 10
added double barrel shotgun @ level 15
waterpipe lvl reduced to 13
protocol++
autoturret health and armor increased
autoturret damage output increased by 50%
double barrel cost adjustment
phrases
fixed shotgun disconnect error
removed buggy shotgun worldmodel
protocol++ to make sure
lowered cost of double barrel shotgun
updated loot tables to contain a lot less garbage
can find all types of bullets in groups of 8-20
can find flamethrower w/ammo, custom smg w/ammo, multiple grenades
decent armor
maybe even a sentry
renamed music convar to prevent loading at 1.0 volume
updated loot tables to slightly reduce changes of finding double barrel in crates
slightly more chance of ammo slihgtly less of weapons
max condition is now shown on damaged items as a red bar
loot table adjustments for slightly more infrequent flamethrowers
merge into main
playercull.enabled true/false to test
fix for players taking too long to recalculate visiblity
viscull 2.0
windows and bars no longer block vis
code refactor
aiming at eachother disables visculling (no popping in gunfights)
more optimizations disabling a bunch of clientupdate() calls on invisible players
debug_camera disables playerculling
playercull nre fix when disconnecting
warehouse windows do not block vis
helicopter gibs do not block vis
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
removed garbage from airdrop loot table
supply signal drop position has a random offset of 20 units
ownership debug tools made admin only and clientside
players no longer rebuild their body any time their inventory changes (yikes - gunbattle microstutter)
basic position update for invisible players (so weapon moves to the right place)
server lag exploit fix
fix for floating weapons
fix for sleepers being invisible on terrain under certain conditions
garbage idea but maybe someday
baseline - this is the one
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
fixed candlehat/minerhat not being visible in first person
removed darkening on holosight lens
reverted hitmarker sound (sorry @alexr!)
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)