252,798 Commits over 3,990 Days - 2.64cph!
protobuf
snapshotbuffer
build settings
bootstrap
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
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
Can't repair building parts under attack (fixes defensive exploit)
Moving decay.cs out of root
Added GetItemOptions for @helk
Fucked loads and loads and loads off.
Switch BaseCombatEntity impact override to GameObjectRef
replaced terrible thompson xylophone sound
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
Fixed Unit scale modifiers in spawn routines.
added bolt rifle world model LODs, created the bolt_rifle.worldmodel
stone barricade and all the LODs
Fixed some bootstrap errors and started adding a different player. Need to cull LOADs of bollocks.
created swamp folder, added raft logs and court plane and unwrapped
Fixed tracers not showing
Fixed not being able to place doors in caves
- 5.0.1 for top lels
- Interior transition fix (was checking for wrong CameraMode)
- Made temporary mission objective stay at correct spawn point
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Clicking will no longer interrupt bandaging
Added control for player scale
re-added censorship to ragdolls, whoops!
Symbol progress reporting
Rollback Changes.cpp for now
Changed vert struct for Amplify Color on PS4
* GitSync
* Updated Bootil to latest version:
** Fixes autorefresh not working with symbolic links
** Fixes GMad on Linux and OSX.
Store symbols during build