107,030 Commits over 3,836 Days - 1.16cph!
Environment quality changes / Made BuildingDark slightly darker
Gas station and warehouse scene2prefab
Gas station and warehouse lighting upgrade
Added environment volumes to make everything darker
Added new light prefabs
Replaced old portacabin in the warehouse
New materials for gas station interior
New plaster_d texture variants (red and blue painted strips)
Removed puzzle loot out of snowmobile spawn garage
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merge from /wm_item_updates
Burlap sack aggressive lodding
LOD distance tweaks, fixed missing teas
PetBrain samples and records position history
Increase the volume and remove the spatialBlend of the local player voice when the player hears their own voice (if loopback is on or a cassette/voicemail recording is taking place)
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Merge MagnetCraneUpdates -> Main
Merge MagnetCraneUpdates -> Main
Fixed magnet crane steering the wrong way when reversing
Adjusted driving feel, trying to mostly match old behaviour
Merge Main -> MagnetCraneUpdates
Coastline finalization WIP
Merge Buoyancy_fix2 -> Main
Added buoyancy wake code to BaseSubmarine and to WaterInflatable. Removed buoyancy wake code from WakeUp method.
Fixed accidental BaseCombatEntity debug log commit
Wake buoyancy as soon as RB wakes.
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Fixed postfx volumes (nvg issue)
Merge from repairbench_redirect
Rebalanced garland protection - no longer takes multiple rocket hits
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
Magnet crane audio now stops running when the crane is inactive
Tweaked ore/wood gather tea bonus calculation to give a consistent amount of resources for each node
This will give 1-5 less resources per node (eg. Jackhammering a stone ore node with pure ore tea active will now give 1500 stone per node instead of 1501-1505)
Modular cars take 4x as long to decay by default (ModularCar.outsidedecayminutes 216->864)
If a belt item is equipped when opening the inventory that item will be automatically selected
Removed slot 8 input bind (can't equip anything in slot 8)
Renamed slot 7 bind to "Holster item", deselects whatever you have equipped (bound to the 7 key by default)
Update options menu with updated binds
Magnet crane exhaust goes more when the player is using movement controls
Magnet crane stability work. Less wobbly/floaty feeling.
Merge from attire_full_inventory_fix
Prevent magnet crane magnet from getting close enough to the driver to hurt them (modified the animator to only let it move 90% of the way to minimum)
Post splat sculpts on east coast + lighthouse fixes for new cliffs