199,178 Commits over 4,140 Days - 2.00cph!
Custom SMG is skinnable
Semi-Automatic Rifle is skinnable
Hatchet is skinnable
Pick Axe is skinnable
Waterpipe Shotgun is skinnable
Fixed NRE in UpdateInventoryFromSchema
Fixed skin being applied to weapon attachments again
higher accuracy collider wall.external.high.stone
FuelToEffect now persists properly
lowered repair cost for rifles/smgs
m249 is repairable
tier2 crate now has a more event distribution of spawn chances instead of mainly gears/springs
lowered cost of longsword
sheet metal produces more resources when recycled
Fixed billboard shadows in osx/opengl
CorpseCreator NRE fix and more Machine persistence
Fixed potential NRE/crash in buffer readback
layer set, camera rotation defaults
Might possibly fix some servers not letting some people craft skins
Added decal culling script to all static deferred decals
Fixed various prevent building colliders being marked as triggers
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
Nuked procedural virtual texturing
Vehicle respawning working in the real level
Fixed crash on reload
Fixed resizing issues
Updated native binaries
Updated rust native renderer dll
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Added some force to explosions because it's cool
Fixed buffer readback native interop lost in merge
Merging NetworkPlayer refactor into trunk.
Major merge in from vehicle damage etc branch.
Optimized deferred mesh decal visibility culling; now 5-6x faster + more profile samples
Cherry picked deferred mesh decal optimizations
Fixed missing blood FX + wreckage edit
FOR FUCK SAKE ocean shader/texture
* Added a bit more friendly error messages when creating an addon with GMPublish
* Fixed a crash related to decals on high poly models by preventing decals on high poly models
Automated Linux Build #517