200,001 Commits over 4,140 Days - 2.01cph!
- Implemented new stat: hit invulnerability duration multiplier
- New hull item: Deep pockets (+25 max ammo for all types)
- New hull item: Extra safe (+50% invulnerability duration)
- Added two new temporary hull colour prefab/materials
- Implemented new stat: free shot chance %
- Added new Plug item: Lucky Shot: 15% chance to not use ammo when firing
- Implemented new stat: extra ammo per drop
- New booster item: Ammo Boost (+20 extra ammo per ammo drop)
- New temp booster model prefab/mat
Updated mission delivery
Added some effects
normalized movement blendtree for the playermodel
Another small idea burst on architecture.
eating cans of food produces empty cans (can be melted on campfire into metal fragments)
Added ents.FindInPVS, Entity:TestPVS, CUserCmd:IsForced
Changed max value of net_maxfragments from 1260 -> 1792 (max number of bytes that can actually be used for fragments atm)
Automated Linux Build #265
Automated Windows Build #265
Automated Linux DS Build #265
Don't try to open chat if graphics.chat is false
Linux save bug fix attempt
Clamped client.lookatradius
Reduced craft time of wooden, barbed and metal barricades
frankies work on unit movement and randomised human eye size/skin painting
- Increased chance of barrels dropping ammo from 10% to 50%
- Ammo drops now have a 20% chance to pick a random ammo type, 80% chance for a current weapon
Fixed syringe etc having to be holstered/deployed to reuse (on modded servers with stack size increase)
RPC functions can have no arguments, added warnings if arguments unusable
Right clicking clothes in inventory tries to wear them
River generation improvements
Road and river terrain adjustment improvements
Micro cliff placement improvements
made eyes close when sleeping (and open again after)
need this file I guess.... must have forgotten it from another checkin
Determine properly which item was hit by a projectile/attack
Character 13 assets, including LOD.
Clothes/Armor :
can have condition
Lose on damage
Protect relative to
Can break
Fully deferred cliff detection (fixes a number of splat mapping issues)
Better river analysis (finds a near-optimum distribution)
Add micro cliffs to the sides of roads and rivers when appropriate
Fix for incorrect cliff topology in certain cases around mountains
added WIP beep truck to beep art repository
Wrap saving to disk in a coroutine, so unix can fail to save without completely breaking
Clutter topology generation in its own script
- Started some island layout procgen tests
armor damage balance and adjustments
helmets now fall off the player when broken