12,530 Commits over 4,048 Days - 0.13cph!
Added input.autocrouch convar (default false)
Enforce crouching if required (for example when waking up under a rock)
Added stuck tests to PlayerMovement scene
Fixed some scenarios that would trap the player in the falling state, resulting in him getting stuck
Made player movement gravity and friction tests more reliable
Fixed locks colliding with player movement (door exploit)
Made lock colliders more accurate
Fixed some door socket mods that were being overly preventative
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Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Improved readability of the F2 menu FPS counter and dev toggles
Updated F2 menu dev layer toggles
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Added command history to F1 console (navigate with up and down arrows)
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Removed debug DDraw I forgot (whoops)
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Minor player movement tweaks and fixes
Construction plan uses non-weapon lookat weights
Fixed possible overflows of F1 console text buffer
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Server compile fix (cc Alex)
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
This folder should not exist (I think)
Fixed materials of the small bridge
RandomStaticObject and RandomStaticPrefab run on the server as well
batching.verbose can be enabled by everyone
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Made warehouse monument a bit more interesting
Unfucked sphere tank prefab
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Added a bunch of exploit testing rocks to CraggyIsland
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
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Monument spawn priority is higher than radtown spawn priority
Added World.Procedural boolean (cc Helk)
Added static immortal research table for the satellite dish
Icesheets are visible from further away and spawn more spread out
Moved some weeds from static to dynamic decor
Interaction point is always at the center of the screen, even when moving your head