111,846 Commits over 3,928 Days - 1.19cph!
Console commands can reply with objects, which get serialized to json
Bunch of generic detail textures for metal, plaster, concrete, asphalt, etc.
Added them to dungeons materials
Fixed EnforceLimits deleting entities wrong
Added Rcon.web - setting to true enables websocket rcon
dungeons scenes backup
pipelines models, mats, textures, LODs, ready to place prefabs
RCon think during loading
Water2 parity with Before; minor changes
vm wood hammer - Made the deploy anim much longer with loads more spinning
Fixed being unable to repair external walls, metal embrasures and window bars
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
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Water sim tweaks + small opt
Fixed queue jumping not jumping the queue
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Replaced hard coded test scalar
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
This should have been commited.
Fixed potential exception in ColliderBatch / RendererBatch
Developers/moderators/admins can jump the join queue - and ignore maxplayers
trainyard, powerplant, water treatment plant prefabs/dressing update
couple rotation fixes in stairs prefabs
Queue now counts players that are joining too
Status shows queue size
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
TOD wip stuff.
Tree billboards cast shadows.
Storm drain material PBR'd.
Crushed cloud texture blacks, and removed all useless alphas.
Lods for male body and heads.
Fixed some gross shit on the trees.
ladder models, LODs, COLs, ready to place prefabs
Experiment: Building blocks have placeholder geometry + collider until skin is initialized