243,712 Commits over 3,898 Days - 2.61cph!
- Updated boozer burner prefab to use the new model
created LODs and worldmodel (drop) prefab for pickaxe / stone & wood spear / stone pickaxe
fixed all impact effects not showing up on objects that take damage
Added metal physics material to metal armor
implemented burlap headwrap
Fixed some naming convention issues
Added double sided clothing shader. Added burlap headwrap 1 of 2.
created LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
protobuf
snapshotbuffer
build settings
bootstrap
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 world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
Can't repair building parts under attack (fixes defensive exploit)
Moving decay.cs out of root
Added GetItemOptions for @helk
Fucked loads and loads and loads off.
Switch BaseCombatEntity impact override to GameObjectRef
replaced terrible thompson xylophone sound
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
Fixed Unit scale modifiers in spawn routines.
added bolt rifle world model LODs, created the bolt_rifle.worldmodel
stone barricade and all the LODs
Fixed some bootstrap errors and started adding a different player. Need to cull LOADs of bollocks.
created swamp folder, added raft logs and court plane and unwrapped
Fixed tracers not showing
Fixed not being able to place doors in caves
- 5.0.1 for top lels
- Interior transition fix (was checking for wrong CameraMode)
- Made temporary mission objective stay at correct spawn point
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Clicking will no longer interrupt bandaging
Added control for player scale