108,429 Commits over 3,867 Days - 1.17cph!
Fixed bleeding notification not showing
Updated grenade to be in 'Weapons' loot table
F1 Grenade implementation :D
Reduce falloff distance for impact sounds
First pass at bear sounds
improved the special fx when shooting cloth material (added flecks of fabric flying out)
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
stone more expensive
armored much more expensive
Fixed roadside placement delta being too high
Fix for awake players not adding comfort
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
stone hatchet world model
tweaked the inplace turning animations
turn inplace animations for rifle / rock / spear / torch
Added blended topology to cave
wooden barricade boilerplate
Added blended topology type
Optimized terrain raycasting step
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Use ItemConsume properties to give effects
Interrupt use on other
Prevent placing sleeping bag inside resources
held bandage baseline
syringe refactor
Dropped items can finally have unique models
Network/Save protocol++
Changed how InitShared/PostInitShared get called to be clearer
Fixed another sleeping bag exploit
Renamed a bunch of files
Improved bridge terrain adjustments
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Apply decor components on riverside and roadside decor
Scale river depth with terrain slope