124,049 Commits over 4,171 Days - 1.24cph!
fireballs no longer block movement
wood jacket uses wood protection instead of wolf protection, derp
Fixed player server colliders
pumpjack belt stops with animation
Don't check for construction in DeployVolume
more bridge decal tweaks.
CraggyIsland layer updates
skin_head prefab wasn't referencing skin_head_fem prefab. Now is doing.
Soliciting reviews in game is now against Steam's Rules
Fixed not being able to craft some inventory items
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
compound walls art work, incl. lods, gibs, collisions
bridge mesh tweaks and AssetGallery update.
Replacing IsInvoking usage because it's slow
Defer player position updates by one frame instead of every tick received
Bridge Lods, texture tweaks and AssetGallery update.
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Highwall Wood implementation
more shitting bridge LODS.
SocketHandle for wall placement
Stonewall
Building Gallery
Player Gallery
Invalidate player network cache on inventory change
Log warning if held entity cannot be found in inventory
Log warning if holstered viewmodel is holstered again
Fixed "total recall" eyes on ragdolls
deployDelay added to weapons
stuck explosives fall off their parent when destroyed
lowered oil refinery drop rates
lowered crossbow drop rates
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
being downed twice in 60 seconds results in death instead of another wounding phase