200,576 Commits over 4,171 Days - 2.00cph!
autoturrets randomly stagger their target time (l ess server lag )
ceiling lights can be deployed on angled surfaces (so they hang down)
cave placements
optimized cliffs & rocks
Cleaned up and prepared for both paths side by side
food crates spawn 3x as much food
can no longer put codelock on mailbox (not required)
added waterjug - like bucket but has lid to be carried in inventory
waterjug spawns in food boxes and crates
Added random name generator. Not actually used yet.
Dangerous NPC footsteps audible from a bit farther away
Quick placeholder waterjug sounds
Can only place tool cupboard on constructions
decals move with tiles, rigidbody tiles, more ripple tests
Arrows don't play dumb wood breaking sound
Player voice channel isn't nested under world sounds
Light compression on player voice channel
Cleanup, tile position fix for multiple ripples
Moved ripple/scorch stuff to BoardView
Unit death now triggers it
Large mode for new map
Remove markers on object destroy
explosion debug test now limited to editor
BiomeMaterialObject updates material params in editor
remove debris when clearing boardview
Facepunch base project stuff
Don't attempt to batch stuff when their material is null
Added Tools/Find/Missing Materials
Skip particle renderers when finding missing materials (they're weird)
...and ParticleSystemRenderer as well
...also BillboardRenderer
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GPS works on both large and small maps
vector camera motion thing
Windows build scripts use VS2017 Community if its available
Merge build info and other performance metrics into Before.UI.PerformanceWidget
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Rock/stone mat consistency
Biome mat lib splat sync validation
Force workshop skin assets to textures.content
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