123,984 Commits over 4,171 Days - 1.24cph!
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
ironsight fixes for various firearms
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
can't upgrade building blocks under attack
re-added consumption sound effects
someone complaind that the animals looked like they were just spooged on.. I fixed that.
Fixed cached menu not updating disabled status
Fixed cached menu not updating disabled status (to main)
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
Fog. Forestside spawn table.
Allow chatting while spectating
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Removed the locks that were part of our door textures
Moved elephant grass to TreesSource
Increase voice limit for viewmodels a tiny bit
Crystal fixes. Ambient tweak.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal tweaks. And added to the map.
Quick pass at crystal ambience
optimized all of the animal LODs.
Code lock fixes
Goosey's animal LODs
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
rpg 2 + lods + prefab + textures + material
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)