33,197 Commits over 4,109 Days - 0.34cph!
Merged from animal behaviour branch.
junkyard - cant jump on top of container bridge
Attempt to fix the furnace error
Fixed warning on server when NPCs eat plants.
Misc fixes and improvements in NPC behaviour.
Fix compile error on server.
More on animal behaviour.
Makeshift Hazmat suit art
Merge from building_system_3.1
Added shell protection to 1/2 and 1/3 walls
Subtracted animal ai changes from main
Renamed Loot Box to Gambling Box
Facepunch.Steamworks v0.7
Larger prevent build volume at tunnel entrance / exit (Hapis)
Quarry cave exploit fix (Hapis)
Slightly less loot at Refinery (Hapis)
Site A tunnel floor fix (Hapis)
Trees are now culling occludees
Increased culling grid granularity to 100m
Changed health of 1/3 wall to same as other walls
Fixed Barren startup error
Updated road physic material
Log error when baking terrain heightmap while the terrain is on the wrong layer
junkyard - tweaks to container bridge walls
Fixed hiz downscale causing some false negatives
Added hiz downscale path for odd sized mips
Added min velocity to reprojection clip for stability
Lots of new on/off/ignite/extinguish sounds for deployables
Lots of new active/burning loops for deployables
Open/close sounds for a few deployables
New sounds for searchlight movement
Refinery stairs fix (Hapis)
Merged in quarry fixes
Network++
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Stripped P2P stuff
Player voice chat is done via the server
Network Protocol ++
Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
Can no longer connect two buildings if both have a cupboard
Fixed invisible colider in harbor_1
Fixed invisible colider in harbor_1
Can no longer stack wall frames with 0.5 vertical offset
Northern cliff side road loot spawns (Hapis)
Ice sheets / fixed visual issues at very low graphical settings
Fixed particle systems being affected by culling
Made culling lod selection more conservative to fix edge cases
Added BaseEntity.IsOlderThan
Added DecayEntity.GetBuilding
Fixed potential NRE in worldmodel outline
Marked dropped rug and bear rug as dynamic occludees