128,909 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                gibs model for wood barricade
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added fishing village, bandit town and outpost shopkeeper tokens
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempt at fixing the vent shaft exploit in the oilrig
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE in Analytics.OnItemDespawn()
 
                
                
                
                
                
             
         
        
            
            
            
                
                safezone recyclers yield 20% less resources than before and take 8 seconds per cycle
radtown recyclers yield 20% more resources than before and take 5 seconds per cycle
 
                
                
                
                
                
                    
    
        
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                Fix NRE in ServerListManager.EnqueuePings()
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                S2P - got all vending machines translations working apart from shopkeepers
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                sks updates - fixed ironsights clipping camera, anim events fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't allow dead players to transfer servers
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated wooden barricade covers to be double size
 
                
                
                
                
                
                    
    
        
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                Fix modded tag on client not working with new compressed tags
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed problem that would corrupt database!
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tiger asset, textures and material setup
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added exhaustive check of database when asset child assets can't be determined by Unity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from qol_auth_friends_tc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated to scan for external moves and deletes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                exported rough 3p blunderbuster anim set and setting up blunder buster in unity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                scaled down heads a lot, started on some lighting presets
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added new overlay type and prefab for hood. Item.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from sks (Sar skin for nomad hazmat pack)
 
                
                
                
                
                
                    
    
        
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                 merge from external_holdtobuild
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from launch_site_puzzle_loot_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed crates spawning inside LS elite spawns on puzzle reset
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from industrial_conveyor_quickmove
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from cargo_double_dock
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from mission_improvements_may_24
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from material_reserialize_may_24
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all.
In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor edit, don't need a separate method here
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error from title being changed to titlePhrase
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame)
Short Ice Wall now takes 3 seconds to place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Get rid of most of the unused commented code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> qol_auth_friends_tc
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the quick move conveyor path leaving 0 quantity items behind when moving items
These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down