198,677 Commits over 4,140 Days - 2.00cph!
layer set, camera rotation defaults
Fixed potential NRE/crash in buffer readback
CorpseCreator NRE fix and more Machine persistence
Fixed billboard shadows in osx/opengl
lowered repair cost for rifles/smgs
m249 is repairable
tier2 crate now has a more event distribution of spawn chances instead of mainly gears/springs
lowered cost of longsword
sheet metal produces more resources when recycled
FuelToEffect now persists properly
higher accuracy collider wall.external.high.stone
Fixed skin being applied to weapon attachments again
Fixed NRE in UpdateInventoryFromSchema
Custom SMG is skinnable
Semi-Automatic Rifle is skinnable
Hatchet is skinnable
Pick Axe is skinnable
Waterpipe Shotgun is skinnable
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Increased tree entity bounds padding
Recalculated bounds on door barricades
Added batching to doors, double doors, floor grills, ladder hatches, gates, cell bars, fences, shopfronts, shutters, boxes and sleeping bags
Door interaction toggles renderer batching on animator game object
Working on vehicle spawns
Improved reload verification
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper
Starting work on adding vehicle spawners
Disabled rust/std detail layer in materials that weren't actually using it
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Added a basic little editor window with some buttons
Added a little editor window with some buttons
thrown weapons stuck into other objects use throw direction as impact normal