33,271 Commits over 4,109 Days - 0.34cph!
Lots of new on/off/ignite/extinguish sounds for deployables
Lots of new active/burning loops for deployables
Open/close sounds for a few deployables
New sounds for searchlight movement
Refinery stairs fix (Hapis)
Merged in quarry fixes
Network++
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Stripped P2P stuff
Player voice chat is done via the server
Network Protocol ++
Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
Can no longer connect two buildings if both have a cupboard
Fixed invisible colider in harbor_1
Fixed invisible colider in harbor_1
Can no longer stack wall frames with 0.5 vertical offset
Northern cliff side road loot spawns (Hapis)
Ice sheets / fixed visual issues at very low graphical settings
Fixed particle systems being affected by culling
Made culling lod selection more conservative to fix edge cases
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Fixed potential NRE in worldmodel outline
Marked dropped rug and bear rug as dynamic occludees
Subtracting
24349 (deployable sounds)
Added soft particle fade support to particles/water drop
Reapply
24349 and fix cocked up sound refs
upkeep panel properly displays time left until decay begins
tool cupboard has 18 slots
armored base cost reduced to 20hqm instead of 50+stone+wood
armored base cost reduced to 20hqm instead of 50+stone+wood
reduced all ammo crafting times to 3s
bases heal themselves if upkeep conditions are met and have not been attacked for 10min
tool cupboard only accepts resources
quarry types specialized to different resources (hqm/sulfur/stone+metal)
Culling world toggle NRE checks
Secondary cupboards decay if there is more than one cupboard on a building
mining quarry fixes
skin approval
Added persistance version
BP WHIP
Oil refinery sound ref fix
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Renamed culling.world to culling.env, unsaved for now
Potential culling fix #1
Added occludee show bounds to lodcomp for targetted debug (editor only)
Scene 2 prefab (static oil refinery sound fix)
Static refinery sounds shit for real this time
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down