193,208 Commits over 4,049 Days - 1.99cph!
candle hat shows fuel inventory
miner hat shows fuel inventory
added TC/Hammer requirement option to picking up items
can pick up tuna lights
can pick up lanterns
can pick up ceiling lights
can pick up flame turrets
can pick up autoturrets
binocular fov adjustments
profiling
Working on moving some inputs server-side. Not all implemented yet.
fixed some clipping of the fingers on the binoc viewmodel
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adjusted the binocular world model position so it sits better in the player's hand
fixed deploy animation
Shrinked sleeper occludee spheres
Fixed player occludee centers
binocular screen resize bugfix
added multiple zoom levels to binoculars (left mouse)
added binoculars
removed gear cost from crossbow - but made more expensive
removed t-shirt from black box drop
phrases
manifest
protocol++
Goal plan priority on a scale of 0-20, inverted sorting in Goal
killfeed entries stay visible for 5 seconds longer (20)
FOR FUCK SAKE temple tile textures
Added some priorities to the non player commanded building Goal.
Priorities array is now actually sorted.
furnaces and campfires turn off if they overflow once (server perf)
Merged in latest code from Bill
bunch of time wasting garbage
Goal plan priority fuckeries
Make sure IMaterial functions cannot crash the game when used on null materials (even tho there should not be any null materials)
Random animation triggers improvements
Automated Linux DS Build #646
Automated Linux Build #646
Set up the item producers properly, added ingredients, they're all deployable etc.
Rocket factory area greybox refinement
changed ansio settings for several viewmodels to make textures look sharper on viewmodels
wip server/client game creation with map selection support
fixed 23 and added to prefabs
Workaround for crafting bare spears breaking combat
Added player and npc ragdoll culling
revolver world model re-creation
extended pipes toward the silos slightly
worked out road layout
underground cleanup
Added road blocks without pavement, 3 wip new blocks
Limited laggy ass rotation
Furthest foliage cell is correctly forced to lowest LOD
Foliage batching cells are as big as the old grass cells
Enforce caching of the mesh from procedural foliage placement in the main thread
Desires UI reset properly