201,115 Commits over 4,171 Days - 2.01cph!
Reduced reinforced glass window health 500 > 350
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Halved bone fragment cost for bone armor
Reduced building planner crafting time
Holosight workbench Tier 2
Reduced 8x, silencer, simple sight, muzzle break, muzzle booster, laser sight, halo sight crafting times
Greatly reduced Hitch and Trough crafting cost and halved crafting time
Large and small furnace crafting time halved
Double shot gun now requires two pipes and an additional 25metal fragments
Water pipe shotgun crafting cost slightly cheaper
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Stone spear craft time reduced and crafting cost cheaper
Stone tools craft time reduced to 15seconds
Meta file upper / lower case fix (part 2)
Meta file upper / lower case fix (part 1)
Add dirt layer options to the workshop editor
Fix terrain not getting initialized properly in the workshop editor
Refactor of the spline system
Fix spline curve calculate bug
server.censorplayerlist will randomly assign player names now
Made ocotillo and creosote bush billboards darker
Turned Interpolate off for workcart rigidbody visuals. Instead of smoothing movement it seemed to actually add jitter in our case, maybe because of the manual MovePosition use?
Added spherical overlays to bush billboard normal maps
Move workcart in tunnels for easier quick testing
Comment clarification only
Billboards for arid bushes / added missing leaf sound triggers to prefabs
Added mat_dumpmaterials for debugging purposes
Reduced wait time in the confirmation dialogs from 2s to 1s
Connect confirmation dialog now pings the server and displays info about it
Added serverlist.PingServer
Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
19/11/2020
40300 skin Icons
Small amount of boats and rideable horses now spawn procedurally again
Undo unintended changes to the example nextbot npc
Mostly fix getting stuck on its side
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
HumanNPC cleanup before starting to move stuff out
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted
Do not force precache HL2:Lost Coast harpoon either
Fixed HL1 scientists screaming non-stop after getting damaged
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.
Added "Assets/Prefabs/Reserialize Selected Prefabs"
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
more conversion, sense fixes
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Fixing some movement issues
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