10,480 Commits over 4,171 Days - 0.10cph!
Added onLadder and lookDir comparison to ModelState.Equal
Network++
F2 menu automatically refreshes TrackIR
Added timing for overall duration of the procedural generation
Fixed player aim in inventory
Refactored radtown loot spawn
Added LocalClock (same as SynchronizedClock, but without the synchronized bit)
Spawn group now uses LocalClock
Fixed some radtown barrels spawning underground
Moved Spawnable to the same folder as SpawnPopulation
Merge from radtown-spawn-refactor
Fixed floaty airfield hangars and warehouse
Fixed construction and deployable placement check regressions caused by the layer refactor
Fixed TweakUIMultiSelect initial state
Tweaked god ray color around dawn and dusk
Fixed beachside trees being allowed to spawn on cliffs
Added third TrackIR rotation axis
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
Added CheckCapsule to GamePhysics (unused for now)
Decoupled head and body directions in PlayerEyes
Override player aim with where their gun is pointed at (sadly disables headlook networking for now)
Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field
Fixed floaty airfield boxes and missing crates
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
Fixed some deployables that should be placeable on foundations being unplaceable
Tweaked wall deploy volume thickness
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
Added spawn.fill_populations and spawn.fill_groups admin commands
Don't check for construction in DeployVolume
CraggyIsland layer updates
TerrainCollisionTrigger ignores other triggers
Removed rigidbodies from socket_handle and construct_vision (test)
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Minor foundation step terrain socket fix
Made clientside HoldType handling less hacky, hopefully more robust
Renamed water reflections to water quality in F2 menu
Log warning if held entity cannot be found in inventory
Log warning if holstered viewmodel is holstered again
Fixed a situation that could corrupt the deploy state of held entities on the local player
Fixed material of the torch world model
Added leather resource (unused for now)
Interaction point is always at the center of the screen, even when moving your head
Moved some weeds from static to dynamic decor
Icesheets are visible from further away and spawn more spread out
Added static immortal research table for the satellite dish
Added World.Procedural boolean (cc Helk)
Monument spawn priority is higher than radtown spawn priority
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component