111,685 Commits over 3,928 Days - 1.18cph!
Reduced overhang density
Tweaked river rock density and dithering
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
fixed some barricades pivot placement
Wood and metal barricades progress so far
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