32,167 Commits over 4,018 Days - 0.33cph!
sqlite corruption catcher
Fixed attack ray origin being off after ricochet
Split vis.attack into vis.attack and vis.damage
Remove extra low end from pie menu sounds
Play a small sound when raising/lowering ironsights
Leaf rustle variations for different plants
Lazy tweak per viewmodel
No/Less lazy on ironsights
Super distant gunshots for each gun
More reverb + mids on c4 explosion
Wrongly assumed that code copied and pasted from stackoverflow worked
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Compressed PVT cache using async native requests
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
lazy aim - dynamic crosshair position, smoother, deadzone
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First stage native api call stability; switched to safer async native GPU api calls; now called by render thread via plugin event
Testing stability for terrain base pyramid compression and atlas mip level fix
PVT compression disabled temporarily
Updated RustNative
Server description fix test
Connection security, better logging
Fixed missing detail layer in some shaders causing empty material inspector
some more wounded animations
reduced crafting time for all low level items
New building gib sounds
Location based voice limiting to control gib voice counts instead of % chance to play
Added support for server.url
Added support for server.headerimage
Added server.url
Error report tweaks
Remember which icons were uploaded so we don't waste time reuploading
Removed PVT scaling based on video ram; problems with shared memory and/or incorrect query; adjusted scaling based on startup quality level
Boots require leather
Longsleeve Tshirt requires more cloth than shortsleeve
Snow jacket requires more cloth than jacket
Merged menu changes into main