127,853 Commits over 4,109 Days - 1.30cph!
Fixed horse ragdoll not bleeding
Increased grenade throw power
Codelock is default craft
Pump shotgun spawn is less rare
Gunpowder crafts 2x faster (kind of)
Fixed wrong description text on pumpkin
Restricted sleep command to admins
DS console reports invalid commands properly
checking in the baseball riot helmet
Campfire furnace loot panel has on/off button
Item that is being burned in campfire/furnace shows a fire icon
Can't select fuel in miner hat/candle hat or water in bottles (was confusing)
Can drink from the water catcher loot panel
Can't drag and drop water from warter catcher
Burning wood creates less charcoal
Fixed footsteps playing after stopped moving
Crouched players move silently
Less + slower viewmodel bob for crouched players
Fixed items dissapearing when dropped onto wooden boxes
Fixed being able to parent server entities to client entities in the editor
Fixed timed explosive not attaching properly sometimes in the editor
Timed explosive only damages the block it's placed on and players/ai in the blast radius
Disabling OctTree until we make/get an implementation that isn't slow as shit
Disabling OctTree until we make/get an implementation that isn't slow as shit
Fixed boltrifle ironsights
Fixed furnaces and campfires sometimes pretending to be on after server restart
Fixed wolves dropping multiple skulls
Make sure all sounds are controllable by volume controls
Added water droplet shader (featuring refraction and dynamic lighting)
Added snow and rain particle effects
3rd person animations for Howling like a wolf
Added separate rain and snow getters to the climate class
Added rain drop camera overlay when looking straight up while it's raining
Removed creepy ghost box that was following me around on CraggyIsland
Added placeholder rain sounds
Slightly changing how entity collision events are handled ( added ent:ReceiveCollisionMessages( bool ) )
Fixed bootstrapping taking a very long time on OSX
Tweaked weather transition speeds
Added wind intensity range to ambience
Forgot the implementation of the ambience wind intensity check
Distant gunshots and explosions round 2
Only calculate the distant sound crossfade on sound init for now
merge from main/distantbooms2
tweaked animal animation speeds.
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay takes water and wetness into account
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
Added TerrainCollision to CraggyIsland