6,096 Commits over 3,744 Days - 0.07cph!
grenade usability updates, better effects
fixed all impact effects not showing up on objects that take damage
Added metal physics material to metal armor
implemented burlap headwrap
radiation overlay maxes out at 100 rads instead of 500
Loot panels display proper names of objects you are looting, including alive players
fixed trash cans culling a little too early
Can't repair building parts under attack (fixes defensive exploit)
replaced terrible thompson xylophone sound
Clicking will no longer interrupt bandaging
re-added censorship to ragdolls, whoops!
clothing uses the Cloth-Flesh physics material & impact effects
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
fixed crystals having 0 health and they now use ore protection values
balanced ammo crafting times to be arond 10-15 seconds
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
Icons for barricades & camera
you can now jump out of water onto small ledges
fixed thompson viewmodel clipping
fixed ak47 world model LOD
fixed ak47 muzzle offset
health regen radiation limit adjusted
radiation damage regression fix
clothing has some minor radiation protection
radiation balance
grenade balance
explosives use multiple damage types
grenade bounce sound is no longer 2d
added grenade icon
Updated grenade to be in 'Weapons' loot table
F1 Grenade implementation :D
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
stone more expensive
armored much more expensive
Fix for awake players not adding comfort
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
stone hatchet world model
Use ItemConsume properties to give effects
Interrupt use on other
held bandage baseline
syringe refactor
fix for sleeping bag list not showing up
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
Removed unnecessary hack for sleeping bags
small refactor for eyepeek
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
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)
Fix resource nodes not visually getting smaller based on contents