125,327 Commits over 4,171 Days - 1.25cph!
Bunch of terrain texture V2 renames.
Fixed two script class name fuckups
Tweaks menu - sound + input options, fps graph
Fixed String.ToInt not working as designed
Fixed graphics.quality not changing all quality settings
Updated phrases
Fixed ItemIcon shader being grayscale on OS X
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Added randomized mushrooms to more trees
Added some randomization to rad towns 2 and 3
Added skinned male variant head with LODS
NPC no longer jump far ahead after being updated slowly.
Added blend masking toggle to TerrainPaint, for debugging purposes
Fixed TerrainPaint mismatched splat channel ordering in play mode
Fixed being able to drag empty icons
Added Pickup notifications
Terrain atlas generator now throwing error on invalid splat texture size
Attempt at fixing TerrainPaint splats going retard sometimes
Added experimental tiling per splat; only on legacy shader atm
Unbroke blend mask toggle
Fixed not being able to drag from belt bar or some of loot bar
Put corpse inventory container first (temp hack, so can loot corpse body)
Fixed some player chat messages just printing "SERVER"
Fixed white line on Steam avatars
Fixed NRE in RandomDynamicPrefab.EnterView
If network exception disconnection, tell server what the exception was
Handle main menu news not loading properly
Fixed blurry menu texture
Fixed UI scaling wrong on 4:3
Fixed EAC banned users sometimes not getting kicked properly
Catch & report RPC exceptions nicer
Changed legacyterrrain splat control textures from rgba1+rgba2 to rgb0+rgb1+rgb2
Fixed control map being tiled in shader when in edit-mode
Brute force merge without any lube.
Fixed stack splitting dupe bug
Debugging not being able to wake up
some 3rd person animations for the pump shotgun
Fix rock sounds not playing
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Added debug logs to CullCell
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Fresh new error for Diogo.
Fixed walking/running stopping when closing inventory menu
Fixed chat box opening again on submit
Chat has scrollable history
Can click on avatars in chat to view steam profile
Fixed too many veritices in canvas error if lots of chatting
Fixed cancelling queue'd craft not returning resources
Crafting can no longer take from or give to wearables slots
Items are no longer destroyed if inventory is full - they're dropped into the world
If furnace/campfire is full, will spit out items instead of losing them
Added drop notice
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Removed health regen on building blocks
Placed building blocks start with max health
Upgrading a building block puts it on max health
Building blocks start off on the cheaper, more fragile "twig" set (non-balanced)