127,186 Commits over 4,109 Days - 1.29cph!
Rocket factory area greybox refinement
bunch of time wasting garbage
furnaces and campfires turn off if they overflow once (server perf)
added binoculars
removed gear cost from crossbow - but made more expensive
removed t-shirt from black box drop
phrases
manifest
protocol++
binocular screen resize bugfix
added multiple zoom levels to binoculars (left mouse)
Shrinked sleeper occludee spheres
Fixed player occludee centers
adjusted the binocular world model position so it sits better in the player's hand
fixed deploy animation
█▊▆██ ▅▌▄▅▆ ▊▉▉▄▉▌▇▆ ▆▄▌▄█
fixed some clipping of the fingers on the binoc viewmodel
candle hat shows fuel inventory
miner hat shows fuel inventory
added TC/Hammer requirement option to picking up items
can pick up tuna lights
can pick up lanterns
can pick up ceiling lights
can pick up flame turrets
can pick up autoturrets
binocular fov adjustments
profiling
holosight cost tech trash reduced to 1
c4 tech trash reduced to 2
muzzlebrake has higher durability and further reduces recoil
silencer cost reduced
fixed binocular craft time
item approval
item icons
progress backup / new road segments prefabs
Moved rocket factory area to another scene file
Rocket factory site backup
Rocket factory site pipe network and cover
Skins are no longer marketable while they're in the item store
fixed lantern pickup rules
fixed candle hat default contents
autoturrets can only be picked up when off (and authorized)
eoka cost lowered
flame turret can only be picked up when not triggered
rocket factory site backup
More profiler samples for PlayerLoot
Only CancelInvoke when needed inside PlayerLoot
Rocket factory site backup
cooked pork icon is darker
No more Mesh.MarkDynamic (DX9 issue)
overgrowth dressing on new road segments
Rocket factory update / AC unit greyboxes
Invoke handler implementation
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
reverted viewmodel FOV changes
Rocket factory site / warehouse greybox update
added an inverse scale on the player arms (relative to the random spine scale), so they hold the weapons better in 3rd person.
tweaked binocular 3rd person positioning
ak47 viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
adjusted the ak47 worldmodel so the magazine drops from the proper spot in 3rd person
m92 viewmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
wood/stone spear viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs )
sawnoff shotgun / double shotgun viewmodel animation tweaks ( reduce clipping at various FOVs, made anims more 'weighty' )