127,699 Commits over 4,109 Days - 1.29cph!
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
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
Reduced twig decay to one hour delay plus one hour duration
Added wall sockets to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder trigger so they can be climbed from all sides and traversed around
Reduced health of low walls by 50%
Network++
Save++
Barricade nobuild volume tweaks
Make all visible only on culling convar untoggle
Flame turrets can see through twig building blocks as well
Updated scrap icon
Rocket factory tower stairs
ground zero cols and LODs progress + prefabs
ground zero cols and LODs progress + prefabs
ground zero cols and LODs progress + prefabs
ground zero cols and LODs progress + prefabs
Added mesh batching support for uv1 to fix tunnel mud
Moved foliage batch pos to uv2
ground zero cols and LODs progress + prefabs end
bespoke pipes cols and LODs + prefabs
range rails cols and LODs + prefabs