108,635 Commits over 3,867 Days - 1.17cph!
Fixed NRE in ConstructionCollision
Fixed stability issues when using collider batching or any other non-convex collider on building blocks
More sound recycling errors
Fixed phantom player models
Timewarnings
Extra timewarnings to find the source of some server perf spikes
Reverted stability change so that all buildings don't fall down on server restart
Fixed NRE in GamePhysics.Trace
Added ConVar.Global.gamepool - disabled by default
Cleaned and re-exported meats
Fixed a lot of wrong auto import options on models
Moved legacy shaders to rust material
Added worldmodel prefabs for meat items
Removing some empty folders
Fix hitmarker not being impacted by volume slider
Fix viewmodel sounds not switching to first person correctly
Fix some impact sounds playing twice
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Added batching.colliders server convar
Temp fix for SoundPlayer error
stashes decay after 3 days of inactivity
protocol++
save++
Unparent child Sound when returning a SoundPlayer to the pool
Fix sounds recycling early when triggered rapidly
Fixed NRE in weapon reload
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
beacon hold grenade anim updates
Fixed arrow world model LODs
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Adding a rotated version of small_stash
Fixed arrows being almost impossible to fire through window bars
Manifest - include all prefab names
Updated position of a load of melee weapon view models
Patrol Helicopter Gibs unique collisions - Gibs re-export
tone down the player flinch animations.
Third person reload sounds should work again
Gunshot/explosion volume ducking tweaks
Tone down wounded heartbeat loop a bit
Rocket flight sound is audible from a little farther away
First pass at thunder sounds
Metal and wood door impact sounds
First pass at silenced gunshots
Adjusted terrain alpha cutoff range
Re-saving all custom map scenes (GameObjectRef serialization)