199,466 Commits over 4,140 Days - 2.01cph!
Initial health/damage work on vehicles.
Relationships clean up and persistence
temped in prefabs for cooking
Enabled caves
Tweaked coastline
Changed default world size to 3500
Adjusted heightmap resolution for faster loading times on bigger maps
Fixed workshop not being able to import some v2 items
If workshop can't load legacy item, open the directory for manual conversion
backup harbor_1
concrete kerb trims and prefabs for grounds
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Portacabin progress. Added wooden variants
FOR FUCK SAKE shader/scene
Reproduction persistence (untested)
Tires stacks models/LODs/COLs/Prefabs and textures
Harbor_1 backup
campfire and large building updated for new building sytem
Updating the inventroy screen.
Patched hair, skin and clothing shaders
* Updated localization files
! Added stuff for overrides/, moved HL2 chopper bomb content to overrides/
Unified EnvironmentVolume, TerrainCollisionTrigger and WaterVisibilityTrigger (should be fully backwards compatible)
SaveLoad GetSaves missing directory create
Automated Windows Build #488
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up
Updated ASE to 25.002
Automated Linux DS Build #488
FlockDriver.OnDestroy disposes culling groups
Misc Player reset tweaks
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Added wrecked version of car
Player camera module resets
VicinityEffect reset/physics trigger cleanup
Refactored entity view containers so that we get a cleaner scene heirarchy after load
Committing some partial work on vehicle damage FX etc
Added Player.SimulateGravGunPickup, Player.SimulateGravGunDrop, Player.GetPreferredCarryAngles
Automated Linux Build #489