127,271 Commits over 4,109 Days - 1.29cph!
Run skin manifest JSON deserialization in a thread
Some skin cache tweaks (uses .cache file extension, supports loading from cache even if no source image exists)
Removed unused prefab instantiate from Skin.ReadDefaults
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Added find_self console command
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
rocket wagon model, LODs, COL,Prefabs
launch_site prepping/scene management
Fixed culled ragdolls remaining invisible after culling is disabled
Fixed entity network group sometimes not updating (invisible animals)
BaseNpc kill optimization
Removed bullshit ref keywords from NetworkVisibilityGrid
Added FindInvokes method to InvokeHandler
Include list of active invoke method names in entity info (find_entity etc)
Merged factory level with launch_site level, organization
Monument & Building splats
Twig building tier and wooden ladders can be placed inside the radius of unauthorized cupboards for raid towers
Fixed research table lens normals
Added recycler to both harbors
Added Research table to sat dish
lowered cost of Bananda
lowered cost of cap
lowered cost of balaclava
lowered cost of boonie hat
lowered cost of burlap headwrap
Added scrap resources ( fuel for research bench)
barrels drop 1 scrap
boxes drop 5-10 scrap
can use scrap to create components
can recycle components into scrap (10% yield)
phrases
manifest
protocol++
snow jacket protection increased
snow jacked cost reduced
research table shows health
fixed recycler not giving appropriate scrap when components were stacked
skin approval
skin icons
Material tweaks
Launch_site terrain triggers, prevent building volumes