121,612 Commits over 4,048 Days - 1.25cph!
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Bunch more refactoring, file cleanup/splitting, etc.
Renamed RifleSlot to WeaponRackSlot and move to separate file
Split Row out into new WeaponRackRow file/class
merge from rows/placement
Updated stone gate deploy guide (now includes rotated doors to indicate open direction)
Updated T3 workbench deploy guide (now uses complete model)
merge from burstmodule_improvements
Added optional argument "unlockall <userid>" to specify target player
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Finalized FishVil A
Prefab PFX tweaks
merge from burst_module_improvements
Xmas tunnel entrance progress
Attempt to fix harmony failing to resolve DLLs on disk
Set normal quarry rates
40min / diesel
50HQM OR 5k stone & 1k metal ore OR 1k sulfur ore / diesel
Pumpjack
15min / diesel
60 crude & 170 lfg / diesel
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ice roofs on bandit town xmas
Converted lightbulb shader
improved textures for the wood version of gun rack
show toasts for world events (temp/wip)
merge from canvas_disabler_2
Mining quarry will give items over time rather than dump them all at once
Disable harmony in the editor
shotgun slug now does 50% damage at 40 meters+ instead of 75% damage at 80+
shotgun slug does 100% damage from 0-20m instead of 0-10m
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Fix y == 1000 not being included in the dungeon layers
added fire mode toggle bind
mp and lr have inbuilt burst module
burst module lowers aim cone slightly
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more on bandit town xmas, cloth shader on tree pot rug, ice_roof static prefabs
merge from m92_ads_sway_fix
Ferry terminal public bench chairs (preview)
more on fishingvillage_b_xmas
merge from turret_optimize
vm m92 - fix for vertical sway in ADS
dog idles and panting anim
fishing village b xmas preset
Implement roof weakpoint fix with Transforms rather than Vector3