10,607 Commits over 4,413 Days - 0.10cph!
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
Added a bunch of exploit testing rocks to CraggyIsland
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Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Unfucked sphere tank prefab
Made warehouse monument a bit more interesting
batching.verbose defaults to false
Fixed MeshBatch refreshing too often
batching.verbose can be enabled by everyone
RandomStaticObject and RandomStaticPrefab run on the server as well
Fixed materials of the small bridge
This folder should not exist (I think)
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Server compile fix (cc Alex)
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Fixed possible overflows of F1 console text buffer
Construction plan uses non-weapon lookat weights
Minor player movement tweaks and fixes
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