33,664 Commits over 4,140 Days - 0.34cph!
Wood yield scaled with tree size. 15% bonus on arctic ones.
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
ironsight fixes for various firearms
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
can't upgrade building blocks under attack
re-added consumption sound effects
someone complaind that the animals looked like they were just spooged on.. I fixed that.
Fixed cached menu not updating disabled status (to main)
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
Fog. Forestside spawn table.
Allow chatting while spectating
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Removed the locks that were part of our door textures
Moved elephant grass to TreesSource
Increase voice limit for viewmodels a tiny bit
Crystal fixes. Ambient tweak.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal tweaks. And added to the map.
Quick pass at crystal ambience
Code lock fixes
Goosey's animal LODs
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
rpg 2 + lods + prefab + textures + material
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane
Map v1 (just fog of war, no drawing yet)
Map NREs
Removed some redundant raycasters
Switch off some raycasters when not being used
ban command also bans ownerid if using family share
status command now shows family share ownerid
status command takes an optional argument (player search filter)