127,186 Commits over 4,109 Days - 1.29cph!
Symbol progress reporting
re-added censorship to ragdolls, whoops!
Clicking will no longer interrupt bandaging
Fixed not being able to place doors in caves
Fixed tracers not showing
stone barricade and all the LODs
added bolt rifle world model LODs, created the bolt_rifle.worldmodel
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
replaced terrible thompson xylophone sound
Switch BaseCombatEntity impact override to GameObjectRef
Added GetItemOptions for @helk
Moving decay.cs out of root
Can't repair building parts under attack (fixes defensive exploit)
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
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 LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
Added double sided clothing shader. Added burlap headwrap 1 of 2.
Fixed some naming convention issues
Added metal physics material to metal armor
implemented burlap headwrap
fixed all impact effects not showing up on objects that take damage
created LODs and worldmodel (drop) prefab for pickaxe / stone & wood spear / stone pickaxe
updated the current barricades with gibs and lods, updated collisions paths
Added vince to the devlist
Some rework on a gib mesh
Builder show eac_hashtool errors
merge from barricades branch
an eac_hashtool that doesn't tell lies
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
grenade usability updates, better effects
lowered grenade light radius