194,711 Commits over 4,079 Days - 1.99cph!
Update swamp_c, harbor_1 and launch_site after merge
Split count functionality into two convars, entcount and authcount
AuthCount returns entities that the player is authed to, regardless of whether they placed it
EntCount returns all entities that the player has placed
Fixed incorrect user id check in entcount convar
Added ID column to entcount convar results
Ferry terminal warehouse progress
Pumpkin emissive texture tweak
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prototype 17 gunshot sound
Change item.info.stackable to item.MaxStackable() throughout code
Fix renderlabs & monuments not working on client when no game mode is active
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Merge from VFX (Small furnace)
Furnace FX/Lighting refresh & optimization
Updated lumberjack hazmat .skin steam category
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terminal building - material definition
missing colliders on metal rowboat props
fixed gaps between meshes
some LOD polish, uv fixes
ladder volumes/electric lines
Fix rare camper CanBeLooted NRE
merge from furnace_ui_rework
Benchmark for animations & renderers seperately, attempt to measure cpu time of animations
Fix furnace progress bar flickering
updated inventory item handling sounds
Fix screen settings apply button not turning clickable after changing a dropdown value
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Merge from vfx (Cursed Cauldron)
Added logistics warehouse (WIP)
Made a more still disabled water surface for the cauldron, instead of having it be a magical perpetual wave machine.
Cleanup.
Cauldron prefab setup & slight mat reflection tweaks on the cauldron itself.
Final polish and tweaks for the Cursed Cauldron refresh, after helpful feedback from Alex
axe bake changes on to media_projects branch
ferry terminal grounds - final art models/colliders/LOD bakes
fixed and rebaked out bad triangle in axe bottom, relodded