108,635 Commits over 3,867 Days - 1.17cph!
Static decor placement is more mismatch resistant
Fixed NRE in player model effect transfer bullshit
Error reports contain average framerate + memory usage
Tweaked wall building shell
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Added breakheld and breakitem debug commands
Sandbag decal
Sandbag impact effect
Sandbag PhysicMaterial
Footprints Human Boots Sand/Snow
Footprints Boar Sand/Snow
Footprints Chicken Sand/Snow
Footprints Deer Sand/Snow
Added a couple more deploy checks to the triangle foundation
Fixed foundation placement exploit
Pillars can only be placed in the middle of foundations/floors
Fixed warehouse monument collider having no valid physic material assigned
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Disabled lock on window shutters
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
Fixed animal corpses not giving meat
Fixed NRE in DoLandingEffect/DoJumpStartEffect
Fixed client worlditem NRE
Removed vehicles and horse riding
Disabled legacy deploy LOS test (was breaking shelf deployment)
Added vehicles and horse riding
wood door texture fixes (leftovers in AO map and diffuses)
Should fix "only legs"
Should fix not being able to build
Fixed supply signal not working (referencing plane by string)
Loot tables
Removed AK47
Updated phrases
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
moving sheves into the new deployable prefab folder
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
Fixed shutters not closing
Moved embrasures to own folder
Fixed embrasure placement gude using wrong model
Shelves models, LODs, Gibs, COL
Made Socket_Specific more explicit
Window bars crafted items
Fixed codelock using strings for effect prefabs
AA on rendered icons
Doors are craftable items
Removed window bars / door from planner
Compile debug+release together
Moving AmplifyColor back to ThirdParty
Test that referenced prefabs are in an asset bundle
Fixed map water not drawing
Correctly limit chat input characters on HUD
Report some server perf stats in query
Making "Creating item with less than 1 amount" an error, so we can more easily get a stack trace
Finished organising, for now