33,226 Commits over 4,109 Days - 0.34cph!
ST cleanup
Removed bush triggers as they're added incorrectly
Removed trigger hack from TreeMesh
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
BuildPrefabs use deletion queue instead of doing it straight away
added inplace turning animations for when the player holds a bow
improved the 3rd person crouchwalk animations for the bow
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
Allow clients to call data.export
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
No placing sleeping bags under water
Fixed vitals sometimes not showing
Fixed items ejected from furnace/campfire/storagebox falling through the world
skull fbx + prefab + mat + textures
re-exported barricades using a single component
re-exported barricades using a single component - proper
turn in place animations for hatchet / pickaxe / pistol / grenade
tweaked the sprinting animations for pistol / rock
tweaked the campfire crouching animations
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
small refactor for eyepeek
Removed unnecessary hack for sleeping bags
Food items now mostly give health over time instead of in one go - prevents combat spamming
You also lose all pending health points when taking damage
fix for sleeping bag list not showing up
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
wooden barricade boilerplate
turn inplace animations for rifle / rock / spear / torch
tweaked the inplace turning animations
stone hatchet world model
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
Fix for awake players not adding comfort
stone more expensive
armored much more expensive
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
improved the special fx when shooting cloth material (added flecks of fabric flying out)
First pass at bear sounds
Reduce falloff distance for impact sounds
Updated grenade to be in 'Weapons' loot table
Fixed bleeding notification not showing
fixed some barricades pivot placement