33,600 Commits over 4,140 Days - 0.34cph!
Organisation commit 3/134
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Footprints Human left/right
Footprint Human Sand/Snow specific.
Footprint Horse Sand/Snow specific.
Footprint Bear Sand/Snow specific.
Footprint Wolf Sand/Snow specific.
Finished organising, for now
Making "Creating item with less than 1 amount" an error, so we can more easily get a stack trace
Report some server perf stats in query
Correctly limit chat input characters on HUD
Fixed map water not drawing
Test that referenced prefabs are in an asset bundle
Moving AmplifyColor back to ThirdParty
Compile debug+release together
Removed window bars / door from planner
AA on rendered icons
Doors are craftable items
Fixed codelock using strings for effect prefabs
Made Socket_Specific more explicit
Window bars crafted items
Fixed shutters not closing
Moved embrasures to own folder
Fixed embrasure placement gude using wrong model
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
Should fix "only legs"
Should fix not being able to build
Fixed supply signal not working (referencing plane by string)
Loot tables
Removed AK47
Updated phrases
wood door texture fixes (leftovers in AO map and diffuses)
Disabled legacy deploy LOS test (was breaking shelf deployment)
Added vehicles and horse riding
Fixed client worlditem NRE
Removed vehicles and horse riding
Fixed NRE in DoLandingEffect/DoJumpStartEffect
Fixed animal corpses not giving meat
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Disabled lock on window shutters
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Fixed warehouse monument collider having no valid physic material assigned
Fixed foundation placement exploit
Pillars can only be placed in the middle of foundations/floors
Added a couple more deploy checks to the triangle foundation
Sandbag decal
Sandbag impact effect
Sandbag PhysicMaterial
Footprints Human Boots Sand/Snow
Footprints Boar Sand/Snow
Footprints Chicken Sand/Snow
Footprints Deer Sand/Snow
Added breakheld and breakitem debug commands
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Tweaked wall building shell
Fixed NRE in player model effect transfer bullshit
Error reports contain average framerate + memory usage
Static decor placement is more mismatch resistant