254,981 Commits over 3,990 Days - 2.66cph!
lowered grenade light radius
grenade usability updates, better effects
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
Fixed some Logs that were accidentally renamed to LogError during removal of MonoBehaviourExt
Disabling ZoneEcology spawning checks while I fix shit
an eac_hashtool that doesn't tell lies
merge from barricades branch
Builder show eac_hashtool errors
Some rework on a gib mesh
Added vince to the devlist
updated the current barricades with gibs and lods, updated collisions paths
Actually removing the file
Begone, MonoBehaviourExt.
- Updated boozer burner prefab to use the new model
created LODs and worldmodel (drop) prefab for pickaxe / stone & wood spear / stone pickaxe
fixed all impact effects not showing up on objects that take damage
Added metal physics material to metal armor
implemented burlap headwrap
Fixed some naming convention issues
Added double sided clothing shader. Added burlap headwrap 1 of 2.
created LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
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.