113,352 Commits over 3,959 Days - 1.19cph!
Include monuments in prefab warmup (does this break everything?)
no more minor damage when fully protected from radiation (radsuit)
fixed bounds on plants
dead plants stick around longer and can be hacked down
each clone attempt loses 10% genetics
Added world.cache convar (default true)
Made player less hunchbacky when looking down slightly
Fixed toolcupboard context menu orders
redid a bunch of the holdtypes to look better without any spine movement. adjusted the 3rd person weapons orientation to fit the new holdtypes.
cleaver does slightly more damage and has a higher attack radius (on par with mace)
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Fixed convar text output somtimes being odd
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Combat log includes unique ID of attacker and target
metal chestplate skinning tweaks
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
Fixed pumpkin helmet getting culled too early
Fixed poncho material
Censorship cubes are culled
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers
Initial spawn also checks convars
Added spawn.respawn_groups and spawn.respawn_populations convars
Added Tools/Find/Trigger Colliders
Added Tools/Find/Convex Colliders
Got rid of skin0 etc tags (skins applied by replacing specific materials instead)
Tweaked physics.steps / physics.minsteps valid range
Removed SteamInventory debug
Better FindMissingScripts / FindInvalidColliders
removed Ik targets from Double shotgun entity
Skinnables replaced ItemType
Added LZ4 compression library
World serialization uses LZ4Stream (since GZipStream is fucked on Windows)
Sped up player turn rate when moving
Fixed context menu options not being sorted
ConsoleSystem.Index.Dict is public, for modders
Continue when saving / loading world fails for any reason
Satchel charge optimisation
Fixed NRE in TerrainQuality.OnEnable on server
Better error when trying to batch mesh that is not readable