110,878 Commits over 3,897 Days - 1.19cph!
Tweaked large water catcher blueprint ingredients
Culling some clientside stuff out of serverside
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
A couple of CLIENT ifdefs
Fixed players not being marked as developers properly
Better developer test for the console dev tools
Fixed graph UI being affected by image effects
Mining quarries are much stronger
Mining quarries can be repaired with hammer
fuel/output storage on quarries spew contents upon destruction
Mining quarry requires less metal frags to create
Mining quarry no-build/noplace radius reduced to 15 units instead of 20
Mining quarry works faster
chance for some areas to produce more stone
merged mining quarry into main, gulp
Updated research table panel to sideset confusion
all loot tables, phrases etc udpated
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
fixed the normal map for the portable generator (thanks Bill/Vincent)
Reduced size of water collider because those insane scales really mess with its accuracy
Water bottle - start with some water
More building optimizations
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak
mining quarry icon update
quarry saves/loads properly
Updated lowgrade fuel to use less cloth
added icons for survey charge and mining quarry
Updated shadervariants
Fixed save compatibility issues
Fixed for PostOpaqueDepth when screen size is zero
More water tweaks
Reduced lag in large fightfights
Made arrows/spears easier to pick up
Arrows/Spears no longer block bullets/arrows/spears/meleeattacks
Candlehat/Minerhat use fuel and don't break when they've run out
Watercatcher icons
Item containers can restrict to single item type
Fixed PostOpaqueDepth not working in edit-mode
Fixed fps.limit being stomped
Water catcher water catching, blueprints, lootspawn
Network proto++
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals
sound fx and particle effects for when player is on fire
New door sounds
New bandage sounds
New airdrop plane sound
Lots of small misc sound tweaks
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
Watercatcher lootpanel UI tweaks
Updated phrases
Inventory menu tweaks
Don't set audio.speaker on enter playmode in editor (cuz 3+ seconds to reset audiosystem)
Don't GC collect on enter playmode stuff in editor (cuz fuck it)
Enter playmode profiling (cuz it's still slow)
Fixed water not loading
Fixed that some building block conditional model renderers were disabled