115,481 Commits over 3,959 Days - 1.22cph!
nope on the relaxed bear face
Cannot place chairs and tables on walls =)
merge from main/physicssounds2
Allow volume to be set on scheduled sounds
Vending machine cancels scheduled phys sounds when vending is canceled
Tiny merge fixes
plate armor recipie/armor/movement balance
phrases
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if bed is made public it can be taken over and slept in by someone else
Physics sounds for a bunch of the new item worldmodels
Tweaks to some item ui sounds
sentry turret has laser sight
caveman sash visible after player has touched any hostile item
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added a walk animation for when the player is moving slower
Fixed anisotropic performance regression affecting terrain perf on launch
guest code on codelock
heavy plate armor slows player movement
Reverting to old non-multithreaded batching for the patch (too risky)
Added cheap and generic high freq detail to terrain potato quality mode
Tweaked intermediate terrain quality modes
Heavy plate armour assets
Better load balancing for batching tasks that cannot be threaded
fixed server compile issues
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
vending machines can enable broadcasting and show up on maps
protocol++
Batching optimizations and fixes
Added new gunpowder worldmodel
Table models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
Item screenshot scene update
Optimized OnInventoryChanged path, profiling
increased size of sewing kit
ResourceRef object cache
Create new scenes for Client Entities, Server Entities, Effects
Unload scenes that are loaded and then have their contents stolen
Name the localplayer "LocalPlayer" in editor
Fixed shadow related shader compile errors
Cherry picked foliage wind
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Moved zombie Ai to own asset
Fixed Ai not attacking
Automatically select entities spawned with entity.spawn in editor
fix for ak world model offset
Fixed NRE in NeedsCrosshair (@helk)
Restored entity.spawn command
bind prints current bind if no arguments