115,618 Commits over 3,959 Days - 1.22cph!
More work on ai behaviour.
Tool cupboard correctly destroyed if construction below no longer exists
Tool cupboard can no longer be fully submerged inside world layer (rocks)
site_b spool LOD fix
sewer antihack NC reject fix
refinery ladder fix
refinery loot tweaks
fixed quarry c spool LOD
fixed possible out of bounds exploit(s)
site A cave no longer building blocked
beached boat building block volume tweaks
canyon floating spot light fix
Fixed culling frame delay in fov changes
Added core/generic SRM packing variant
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Added vertex occlusion (vaalpha) control to core/foliage
added animations for holding the flare while its lit
Potential fix for false culling negatives at certain resolutions
Douglas fir progress / 3 new tree variants
flare viewmodel with new hand rig
Culling.env convar update
Fixed ladder hatch culling bounds
Fixed door garland collider (blocking movement on the floor above it)
Fixed door garland entity bounds
added throwable flares
NRE checks for TC
added worldmodels for flare/flashlight
flare/flashlight loot tables
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fixed clipping on flashlight attack animations
Adjusted navmesh obstacles on foundations and high walls.
skin approval
added tooltip to loot panel showing number of blocks and upkeep rate
removed upkeep from garlands (lol)
time for blocks to decay increased by 30% (good)
decay tiers increased by 50 blocks (cheaper decay)
Fixed fog not always being disabled in caves
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Updated asset bundle splits
Downed (wounded) players no player block movement
crossbow can accept flashlight
tonnes of asset labels
manifest
missing icons
added examine/admire key
added examine gametip
Spinner wheel sound bugfixes
compile fix
added handheld flashlight
fixed invisible flashlight beams
fixed invisible laser beam beam
Loads more deployable sounds