108,156 Commits over 3,867 Days - 1.17cph!
Don't play camera snap effect because we don't have a sound - and the steam screenshot stuff makes the sound anyway
health regen radiation limit adjusted
Fixed manboobs showing through clothes in editor
Fixed some items being instant-craft + added warnings
radiation damage regression fix
clothing has some minor radiation protection
radiation balance
grenade balance
explosives use multiple damage types
Fixed WoundingEnd bugs (thans bawng
grenade bounce sound is no longer 2d
added grenade icon
Strip all effects from playermodel when disabling/enabling (fixes hurt fx on respawn)
Fixed some trigger bugs
Added TriggerHurtEx (can hurt based on movement, play effects)
Added TriggerMovement (can modify player's movement)
Barricades slow players movement
Barricades deal damage based on movement
Added wooden barricade with barbed wire
Added metal barricade
Updated phrases and lootspawn tables
Minor fix in the two new radtown prefabs
Updated game manifest
some rope texture definition improvements
Protocol++ (network + save)
Only start placing bridges that can actually be completed
Prefab auto-updates (removed parameter)
Increased river terrain height modifier fade distance
Reduced overhang density
Tweaked river rock density and dithering
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
fixed some barricades pivot placement
Wood and metal barricades progress so far
Fixed bleeding notification not showing
Updated grenade to be in 'Weapons' loot table
F1 Grenade implementation :D
Reduce falloff distance for impact sounds
First pass at bear sounds
improved the special fx when shooting cloth material (added flecks of fabric flying out)
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
stone more expensive
armored much more expensive
Fixed roadside placement delta being too high
Fix for awake players not adding comfort
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
stone hatchet world model
tweaked the inplace turning animations
turn inplace animations for rifle / rock / spear / torch
Added blended topology to cave