108,171 Commits over 3,867 Days - 1.17cph!
re-exported barricades using a single component - proper
re-exported barricades using a single component
skull fbx + prefab + mat + textures
Fixed items ejected from furnace/campfire/storagebox falling through the world
Fixed vitals sometimes not showing
No placing sleeping bags under water
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Allow clients to call data.export
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
added inplace turning animations for when the player holds a bow
improved the 3rd person crouchwalk animations for the bow
BuildPrefabs use deletion queue instead of doing it straight away
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
MovementSoundTrigger wasn't culling itself on server
BuildPrefabs logging
Added GameObject.Hierarchy.Components to diagnostics
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
Fixed some effects not playing
Prefab pre-processing tweaks
Strip the collider and component from MovementSoundTrigger on serverside
Fixed view drift when escape'd
Added admin teleport <name|steamid|nothing> (players only)
Added admin teleportany <name|steamid|entityname|nothing> (any entity)
Tweaked unresponsive kick
Fixed Warmup warming up shit that it didn't need to warm up (speeds up pressing play in editor)
Updated phrases
Updated lootspawn
Changed how SetupEffect so it always gets called before Awake/Start/Etc
HeldEntities can modify the view delta
HeldEntities can modify the camera
Fixed lookingAt working through terrain
Show server message when connection is kicked
Fix for kick on connect
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Punish people with laggy/exploited connections (instead of the people they're playing with)
Network protocol++
Replaced effects.grass toggle with grass.quality slider
Fixed players being lootable from distance and when alive
Fixed loot window scaling
Added shader level setting to tweaks menu
Gave some shaders low lods (to the best of my abilities)
Updated phrases
Terrain Quality shader LOD now adheres to graphics.shaderlod too
Fix resource nodes not visually getting smaller based on contents
fixed uncrouching into ceilings and rocks
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
Entity.isClient set up properly before entity is activated
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Fixed re-saving every asset in editor after playing (please give us InstantiateInactive @unity3d)