31,957 Commits over 4,018 Days - 0.33cph!
All footprint decals apart from the Boar
Fixed perf issue in WaterEx.Update; added River tag
Added more profiler sample tags
Shadow casdade/distance options
Reorganised options screen (still shit)
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering
Slight changes to the Oiljack L3
Stairs gib models, prefab setup
Bug reporter, report errors
Pumpjack and quarry batching
Building Skins Interior blocks and wallpaper/floors carpet example textures
Oiljack LOD Atlasing (on L3)
Melee cloth impact sounds
Rock weapon strike sounds less like a land slide
Super distant gunshot polish/consistency pass
Salvage ice pick deploy sound polish
Construction and upgrade sounds, first pass
Bullet ricochet sounds, first pass
Survey charge sounds, first pass
blunt/stab/slash impact decals
snow impact effects no longer look like tiny geysers in shadow.
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Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition
Quarry LOD Atlasing (on L2 & L3)
Quarry ladder optimizations, prefab update
Go easy on water local refl gap reduction to reduce back tracing issues
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Moved options to main menu (this will get better)
Prevented UI accidentally dissapearing when jabbing F keys
Tweaked player corpse bounds
Cull twig wall shadow casting mesh when batched
Tweaked entity visibility check
Tweaked corpse entity bounds
Warn + fix if loading a save with duplicate entity ids
Enabled prefab preprocessing warmup by default