111,232 Commits over 3,928 Days - 1.18cph!
ground zero cols and LODs progress + prefabs
Rocket factory tower stairs
Flame turrets can see through twig building blocks as well
Updated scrap icon
Make all visible only on culling convar untoggle
Barricade nobuild volume tweaks
Added wall sockets to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder trigger so they can be climbed from all sides and traversed around
Reduced health of low walls by 50%
Network++
Save++
Reduced twig decay to one hour delay plus one hour duration
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
Material tweaks
Launch_site terrain triggers, prevent building volumes
research table shows health
fixed recycler not giving appropriate scrap when components were stacked
skin approval
skin icons
snow jacket protection increased
snow jacked cost reduced
Added recycler to both harbors
Added Research table to sat dish
lowered cost of Bananda
lowered cost of cap
lowered cost of balaclava
lowered cost of boonie hat
lowered cost of burlap headwrap
Added scrap resources ( fuel for research bench)
barrels drop 1 scrap
boxes drop 5-10 scrap
can use scrap to create components
can recycle components into scrap (10% yield)
phrases
manifest
protocol++
Fixed research table lens normals
Twig building tier and wooden ladders can be placed inside the radius of unauthorized cupboards for raid towers
Merged factory level with launch_site level, organization
Monument & Building splats
Include list of active invoke method names in entity info (find_entity etc)
Added FindInvokes method to InvokeHandler
Removed bullshit ref keywords from NetworkVisibilityGrid
BaseNpc kill optimization
Fixed entity network group sometimes not updating (invisible animals)
Fixed culled ragdolls remaining invisible after culling is disabled
launch_site prepping/scene management
rocket wagon model, LODs, COL,Prefabs
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
Added find_self console command
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)