193,998 Commits over 4,079 Days - 1.98cph!
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
Fixed large water catcher placement issues after 2019.3 update
Fixed spike trap placement issues after Unity 2019.3 update
Spike trap decays faster outside building privilege
Spike trap stackable (10) inline with other defence deployables
Spike trap can be repaired
Spike trap crafting time reduced
Spike trap no longer damages the player standing 1m away
Fixed Drive buttons in workshop model download UI not working
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Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
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Magnet snap zone minor edits
Engines spawn in with some (generally low quality) internal items already in place.
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Adjust initial condition of engine parts. Now 25-75% per spec.
Correctly refresh engine performance when internal items break
Dead pine trees / Arctic variants
Match engine item tier to workbench level
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
Give higher tier engine parts a higher max condition
Adjust engine internal item damage calculation
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[D11][#3579] Using the global_ViewProjMatrix in compute shader for the bounds Tests.
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[D11] fixed Headshot icon
[D11] Increasing texturearray size based on FP feedback.
[D11] [UI] Fixed harbor display name not being correct for certain languages.
[D11] New Scrap Stat icons
[D11][UI] Added non platform player icon
Use t:Model instead of t:Mesh
Test to reduce number of bundles that contain per-platform assets (shaders, really)
[D11] Merge commit ignore me
[D11] Weighted normals Prefabs/Deployable
[D11] Fixed 3003 Added checks for disconnected gamepads to prevent input from other users.
Fixed Win64 quality profile
[D11] updated icon sheets
[D11] NPC vending machines use skin #0
[D11] Fixing Harbor Crane Material
[D11][UI][#3851] Fixed issue with players in game screen highligh
[D11] Fix for ps4 master builds missing define
[D11] Fix for ps4 master builds missing define
sbox_playershurtplayers no longer unexpectedly disables self damage
sbox_godmode works in singleplayer
"Make Persistent" property is now properly hidden if persistence is disabled
Added a warning about certain options doing nothing in singleplayer to the Utilities > Sandbox Settings menu
[D11] Further changes based on FP feedback.