34,522 Commits over 4,232 Days - 0.34cph!
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
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lazy aim - dynamic crosshair position, smoother, deadzone
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Compressed PVT cache using async native requests
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Wrongly assumed that code copied and pasted from stackoverflow worked
More reverb + mids on c4 explosion
Super distant gunshots for each gun
Lazy tweak per viewmodel
No/Less lazy on ironsights
Leaf rustle variations for different plants
Play a small sound when raising/lowering ironsights
Remove extra low end from pie menu sounds
Split vis.attack into vis.attack and vis.damage
Fixed attack ray origin being off after ricochet
sqlite corruption catcher
Ladders no longer bypass building permission, have increased health
converted 1st batch of impact FX to deferred decal shader.
Cleanup, minor tweaks and fixes
added new blunt wood impact textures.
Giving petur his ctrl-shift-F back
Updated item descriptions from google docs
Manifest, loot tables, schema
Rockmats from other branch.
only locked doors reset decay when opened
Savas island scene files. (wip)
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Tweaked pumpkin plant survival rates
Fixed pumpkin plant collision
Retrieved CraggyIsland splat maps