6,096 Commits over 3,744 Days - 0.07cph!
slightly more forgiving flame merge range
flamethrower implementation
building block balance
fireballs can merge
fix for water barrels not destroying with foundation
waterbucket disconnect fix
loot tables + manifest + item costs (bucket/barrel)
merge into main
protocol++
waterbucket baseline
waterbarrel
waterball
grenade deploy delay tweaks
beancan deploy duration fix
bandages and syringes stackable to 3 and 2 respectively
grenade throws more reliable
throwing grenades is much quicker (less delays between actions)
beancan grenades are more reliable ( less dud chance )
fixed shelves being able to be placed inside one another
fix for freelook while ADS
item attachments are refunded when weapon is used for crafting (eg. sentry)
ceiling light placement bug fixes
manifest
fixed metal facemask bug causing it to protect way too much
rebalanced metal facemask so you take 40 damage from an ak headshot ( instead of 3-6, whoops! )
syringe heals 15 instantly and heals 20 over time ( slight buff )
brought bucket helmet, coffee can, and riot helmet protections down to match up
increased emission of ceiling lights
loot tables
ceiling light in uncommon ( book ) table
added rigidbody LOD to ceiling light
ceiling light now costs 200 metal frags instead of 4 hq metal
fix for ceiling light not destroying on ceiling missing
lantern lod fixes
lantern hdr
weird campfire collider disabled
ceilinglight collisions with player disabled
lantern shadow fix
ceiling light impulse fix
pre-patch armor should be repairable and not start broken
lanterns look nicer
can deploy lanterns on boxes
loot tables
researching an item not found in bp frag table costs 250 frags instead of 1000
added ceiling swinglight ( uses fuel for now )
fixed lanterns using wood for fuel
protocol++
syringe heals 5 health instantly and heals 30 over time
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition