195,749 Commits over 4,110 Days - 1.98cph!
Optimized deferred mesh decal visibility culling; now 5-6x faster + more profile samples
Major merge in from vehicle damage etc branch.
Merging NetworkPlayer refactor into trunk.
Fixed buffer readback native interop lost in merge
Added some force to explosions because it's cool
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Updated rust native renderer dll
Fixed crash on reload
Fixed resizing issues
Updated native binaries
Vehicle respawning working in the real level
Nuked procedural virtual texturing
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
Fixed various prevent building colliders being marked as triggers
Added decal culling script to all static deferred decals
Might possibly fix some servers not letting some people craft skins
layer set, camera rotation defaults
Fixed potential NRE/crash in buffer readback
CorpseCreator NRE fix and more Machine persistence
Fixed billboard shadows in osx/opengl
lowered repair cost for rifles/smgs
m249 is repairable
tier2 crate now has a more event distribution of spawn chances instead of mainly gears/springs
lowered cost of longsword
sheet metal produces more resources when recycled
FuelToEffect now persists properly
higher accuracy collider wall.external.high.stone
Fixed skin being applied to weapon attachments again
Fixed NRE in UpdateInventoryFromSchema
Custom SMG is skinnable
Semi-Automatic Rifle is skinnable
Hatchet is skinnable
Pick Axe is skinnable
Waterpipe Shotgun is skinnable
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Increased tree entity bounds padding
Recalculated bounds on door barricades