125,565 Commits over 4,171 Days - 1.25cph!
Added process info to F1 menu if it can be retrieved on the current platform
Can toggle nudity censor in F2 menu
F2 menu settings are now saved properly
Added explosives/timed explosive charge items
Updated phrases
Fixed supply drop parachute not closing
Added ThrownWeapon HeldEntity type
Added c4 charge entity
Fixed warnings in ItemIcon
Don't wipe out the whole stack when eating
Added maxCondition to item def
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added 1st pass player wounded animation
base item condition stuff
Generated loot recepies with new items
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Updated player wounded anim & .meta
adjusted a bunch of view model's idle animations
Add condition info on item icons
Add 'on fire' icon to item icon (when on fire in a furnace or campfire)
Fixing occasional "samed field name is serialized multiple times" error related to TerrainSplatMap
Small terrain shader property changes; gui changes to match u5a22
Terrain mesh blend shader (wip)
Added ResourceRef - to reference GameObjects in Resources but translate the reference to a name at runtime. Unity sux.
Placeholder explosion effect for goosey and alex to play with
Added conditionRepairable to item defs
improved the blood particle effects
fixed a bunch of wm_ weapons not using the proper 3rd person hold type
Ambient stings & ambience volume tweaks
Missing start position randomization
Can only sprint forwards
Can't melee attack when sprinting
Fixed infinite loop crash
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Revised to previous Salvaged axe vm Idle as it has been overwritten
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
Added max depth to PathFinder
Added road and roadside topology
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Updated PlayerModel scene's Terrain game object
Fixed jackets having empty skinned mesh renderers
Changed holdtypes to better match salvaged axe / icepick weapons
Added building privilege notices