33,286 Commits over 4,109 Days - 0.34cph!
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Updated PlayerModel scene's Terrain game object
Fixed jackets having empty skinned mesh renderers
Changed holdtypes to better match salvaged axe / icepick weapons
Added building privilege notices
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Fixed lighthouses spawning underwater
Fixed spawn filter of clutter flowers
Holding Alt looks behind you
Renamed some functions, guns now lose condition when fired
Checking in missed textures for the longsleeve tshirt
save protocol++ (condition system)
added projectile thickness for arrows & pellets
unrepairable items that break are now destroyed
fixed a few crashes
added pump shotgun
only send condition when full integer changes
shotgun controller tweaks
made sure all of the weapons had the "dryfire" state
Fixed scrollwheel stopping at broken items or non holdable items (food)
pump shotgun fire delay matches pump speed
fixed bug with shotgun holster animation playing by default.
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Fixed inventory perf issue (especially apparent when firing a weapon)
ore armor
shotgun pellet drag
Removed shadow/outline from chat to fix perf issues
Disabled chat debug spammer :0
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Fixed server compile error
Fixed chat not hiding when switched off in F2 menu
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Gibs for the tier1 wall block
Forgot terrainBindShaderProps execute in edit mode
Cleaning/Refectoring
Network protocol++
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Simplified player belt code
Aded fail safe to viewmodel holstering
Adding all the textures for the corrugated building skin
fixed some errors on the bandage animations.
Looting a corpse will now show the dead player's name
Made EntityRef more Realm friendly
Stripped out all the Realm bullshit (and there was a lot of it)
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
Fixed array index error in AmbienceManager