125,568 Commits over 4,171 Days - 1.25cph!
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals
Water catcher water catching, blueprints, lootspawn
Network proto++
Fixed fps.limit being stomped
Fixed PostOpaqueDepth not working in edit-mode
Item containers can restrict to single item type
Candlehat/Minerhat use fuel and don't break when they've run out
Watercatcher icons
Reduced lag in large fightfights
Made arrows/spears easier to pick up
Arrows/Spears no longer block bullets/arrows/spears/meleeattacks
Fixed for PostOpaqueDepth when screen size is zero
More water tweaks
Updated shadervariants
Fixed save compatibility issues
quarry saves/loads properly
Updated lowgrade fuel to use less cloth
added icons for survey charge and mining quarry
mining quarry icon update
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
More building optimizations
Water bottle - start with some water
Reduced size of water collider because those insane scales really mess with its accuracy
fixed the normal map for the portable generator (thanks Bill/Vincent)
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
all loot tables, phrases etc udpated
Updated research table panel to sideset confusion
merged mining quarry into main, gulp
Mining quarries are much stronger
Mining quarries can be repaired with hammer
fuel/output storage on quarries spew contents upon destruction
Mining quarry requires less metal frags to create
Mining quarry no-build/noplace radius reduced to 15 units instead of 20
Mining quarry works faster
chance for some areas to produce more stone
Fixed graph UI being affected by image effects
Better developer test for the console dev tools
Fixed players not being marked as developers properly
A couple of CLIENT ifdefs
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
Culling some clientside stuff out of serverside
Tweaked large water catcher blueprint ingredients
Fixed more projectile firing performance problems
Fixed item contents icons not always updating
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Cleaned up convar structure
Fixed status console command calling pool.status clientside
EAC compile fix (send help)
Fix standard shader compiling to ps_2_0 instead of ps_3_0 on lowest lod
Updated community ent
NRE fixes
Updated error urls
ProceduralObject NRE debugging
Another attempt to fix Unity terrain shader warning on startup