114,134 Commits over 3,959 Days - 1.20cph!
Added double sided clothing shader. Added burlap headwrap 1 of 2.
created LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
radiation overlay maxes out at 100 rads instead of 500
Loot panels display proper names of objects you are looting, including alive players
fixed trash cans culling a little too early
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
Can't repair building parts under attack (fixes defensive exploit)
Moving decay.cs out of root
Added GetItemOptions for @helk
Switch BaseCombatEntity impact override to GameObjectRef
replaced terrible thompson xylophone sound
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
added bolt rifle world model LODs, created the bolt_rifle.worldmodel
stone barricade and all the LODs
Fixed tracers not showing
Fixed not being able to place doors in caves
Clicking will no longer interrupt bandaging
re-added censorship to ragdolls, whoops!
Symbol progress reporting
Store symbols during build
Fixed decal shader being pink on OpenGL
fixed the footsteps so they no longer look like they're coming from an elephant
added snow footsteps
clothing uses the Cloth-Flesh physics material & impact effects
Disable Unity splash screen
Added property set copy/paste between SpeedTree materials
Destroy only the placeholder (instead of all child objects) when refreshing a TreeMesh
Re-add bush rustles
Add rustles to trees
slightly increased chance of wounded recovery
if you don't recover from being wounded you always die
can attack if head is above water
less gravity when first impacting water
better water-ledge-jump logic
Fixed some errors not getting reported
Fixed freeze in editor when pulling out sleeping bag/sign
Fixed text layout on signs being inconsistent