125,567 Commits over 4,171 Days - 1.25cph!
Changed holdtypes to better match salvaged axe / icepick weapons
Added building privilege notices
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Fixed lighthouses spawning underwater
Fixed spawn filter of clutter flowers
Changed _placeholder normal import settings
Added support for that 9th splat; blend mask is currently disabled due to shader limitations
Holding Alt looks behind you
changes for server to know when broken
Fixed blend masking shader limits
added condition vars to a bunch of items
Renamed some functions, guns now lose condition when fired
Checking in missed textures for the longsleeve tshirt
Fixed bug in normal atlas gen
save protocol++ (condition system)
added projectile thickness for arrows & pellets
unrepairable items that break are now destroyed
fixed a few crashes
added pump shotgun
only send condition when full integer changes
shotgun controller tweaks
made sure all of the weapons had the "dryfire" state
Fixed scrollwheel stopping at broken items or non holdable items (food)
pump shotgun fire delay matches pump speed
fixed bug with shotgun holster animation playing by default.
Backup before I break shit.
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Fixed inventory perf issue (especially apparent when firing a weapon)
ore armor
shotgun pellet drag
Removed shadow/outline from chat to fix perf issues
Disabled chat debug spammer :0
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Fixed server compile error
Fixed chat not hiding when switched off in F2 menu
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Gibs for the tier1 wall block