111,518 Commits over 3,928 Days - 1.18cph!
Shotgun pump sound timing tweak. Fix pump sound playing twice when firing from ironsights
missing file from code lock ui beep volume fix
UISoundPlayer can play sounds from SoundDefinitions
Code lock code changing beeps are the same volume as the in world beeps
fixed a bug where the player would get shot and not stay down on the ground like the punk ass bitch that he is
added beds
actually disabled smoke rockets
Fix ak viewmodel effects not being found
First pass at rocket launcher sounds
Gibbables can specify a gib effect
Pumpkin gib effect
Loot barrel gib effect
SavasIsland_koth playable. Removed _dm from BuildSettings. (for now)
Reverb/ambience pass on all static structures
Trigger to enable/disable reverb zones (Unity's reverb zones can only be spheres)
added some code to show the player's breath in the colder regions.
must click to cycle bolt action, this lets you stay zoomed after a shot
Added SavasIsland_dm and _koth to BuildSettings. (wip)
Tree-fields-bare alpha fix. Savas scene stuff.
Patchwork pants models, textures, etc.
Added smoke FV to small furnace and tweaked some settings.
Pre-topozone SavasIsland.
Fixed dropping blueprint on item sometimes combining/stacking them
Added heat haze VFX to large furnace
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added some more relax gestures for the rock and shotgun
added better silencer model
Loot tables, phrases, manifest
Merged in Petur's rock tweaks
SpawnFilter supports empty topologies
Network++ (can't remember whether I did this already)
Show disabled slots as disabled
Hud update
Weapon gallery
Fixed a bunch of broken weapon world models (dropped models)
Added barrel bones to those that will use them
Fixed muzzle flash positions on some weapons
Adding missing terrain asset, setup for SceneToPrefab to powerplant level
Added sun, moon and stars to reflection probe bake
Increased reflection probe resolution to 1024
Weapon slot occupation rules
Weapon slot occupation rules
More large industrial props
Batched colliders refresh when the meshes of their children change
Batched colliders refresh when the physic materials of their children change
Batched colliders use the layer of their children
Set of large industrial props greybox'd