127,611 Commits over 4,109 Days - 1.29cph!
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
Improved bridge terrain adjustments
Dropped items can finally have unique models
Network/Save protocol++
Changed how InitShared/PostInitShared get called to be clearer
Fixed another sleeping bag exploit
Renamed a bunch of files
held bandage baseline
syringe refactor
Prevent placing sleeping bag inside resources
Use ItemConsume properties to give effects
Interrupt use on other
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Added blended topology type
Optimized terrain raycasting step
wooden barricade boilerplate
Added blended topology to cave
turn inplace animations for rifle / rock / spear / torch
tweaked the inplace turning animations
stone hatchet world model
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
Fix for awake players not adding comfort
Fixed roadside placement delta being too high
stone more expensive
armored much more expensive
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
improved the special fx when shooting cloth material (added flecks of fabric flying out)
First pass at bear sounds
Reduce falloff distance for impact sounds
F1 Grenade implementation :D
Updated grenade to be in 'Weapons' loot table
Fixed bleeding notification not showing
Wood and metal barricades progress so far