33,182 Commits over 4,109 Days - 0.34cph!
fixed the hunting bow and Rocket launcher view models so they don't look like Assjacks (tm) when you freelook
Bone armor models, materials, and basic prefabs
Fixed steaminv schema bug
Server print steamid etc on death messages - for 3rd party stat systems
added black longsleeve
hardcoding steaminventory id's so there can't be any future fuckups
Added climbing state (between grounding and sliding) where the player can hold its position and move sideways but not upwards
Changed slope speed adjustment to mostly affect sprinting speed (feels somewhat less like an 80 year old)
Fixed wobbliness / bounciness when trying to move up a stair that's slightly too high to move up
Improved ground normal detection (use exact normal instead of some interpolated shit)
Handle invalid item in load more gracefully
Tweaked freelook smoothing (use raw input, only smoothen when alt is released and the head snaps back)
Adding models, materials and collisions for the monument
changed steam item image url
organised tshirts
Added minor safety cooldown to prevent multijump exploits
Fixed water2 screwed up on dx9+nvidia
First attempt at fixing water2 center patch frame delay (needs more hw testing)
Fixed decal shader on DX9
Added wood armor jacket and pants models, mats, and basic prefabs
Added roadsign pants models, mats, and basic prefabs
Removed cloth shirt from roadsign armor jacket model
setup the player mecanim for 2handed sword animations
added the 2handed sword worldmodel prefab.
merge from main/weatherambience
Added head tracking to PlayerInput
tier 2 furnace brick texture sets
meta files / half res tweak
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
wood chestplate uses wood protection (was using wolf, derp)
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
Added building prevent_building colliders to barricades