125,573 Commits over 4,171 Days - 1.25cph!
Fixed text layout on signs being inconsistent
Fixed freeze in editor when pulling out sleeping bag/sign
Fixed some errors not getting reported
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
Destroy only the placeholder (instead of all child objects) when refreshing a TreeMesh
Re-add bush rustles
Add rustles to trees
Added property set copy/paste between SpeedTree materials
Disable Unity splash screen
clothing uses the Cloth-Flesh physics material & impact effects
fixed the footsteps so they no longer look like they're coming from an elephant
added snow footsteps
Fixed decal shader being pink on OpenGL
Store symbols during build
Symbol progress reporting
re-added censorship to ragdolls, whoops!
Clicking will no longer interrupt bandaging
Fixed not being able to place doors in caves
Fixed tracers not showing
stone barricade and all the LODs
added bolt rifle world model LODs, created the bolt_rifle.worldmodel
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
replaced terrible thompson xylophone sound
Switch BaseCombatEntity impact override to GameObjectRef
Added GetItemOptions for @helk
Moving decay.cs out of root
Can't repair building parts under attack (fixes defensive exploit)
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
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 LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
Added double sided clothing shader. Added burlap headwrap 1 of 2.