18,303 Commits over 3,714 Days - 0.21cph!
Punish people with laggy/exploited connections (instead of the people they're playing with)
Network protocol++
Fixed players being lootable from distance and when alive
Fixed loot window scaling
Added shader level setting to tweaks menu
Gave some shaders low lods (to the best of my abilities)
Updated phrases
Terrain Quality shader LOD now adheres to graphics.shaderlod too
Entity.isClient set up properly before entity is activated
Fixed re-saving every asset in editor after playing (please give us InstantiateInactive @unity3d)
fullscreen exclusive mode
Don't run analytics in editor
Fixed error reporting sometimes failing
Fixed performance regression
Tweaked animal speeds
Added effects.grass
Tweaked spawn counts
Perf/Memory tweaks
Removed some debug printing
Updated error report urls
Disabled river sound spam
Fixed decals not retiring
Server Cull bush rustling
Fixed missing stack size
Fixed not being able to click on overlay panels (codelock, assign to friends etc)
Fixed PrefabPreProcess sometimes completely culling the object, leading to errors/crashes
This should fix a bunch of warnings in the server build
Fixed up PlayerModel scene
Old save compatibility (for BuildingTest)
Simplified ammo system under the hood
Ammo display counter
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
Fixed smoe missing materials
replaced fps.graph with perf
setting perf to 2 will show more details
UnityAnalytics event with frame timings
Gibs now have physics material setting
Merged decals branch to main
Decal timeouts
Metal bullet hit decals
Decal layer masks
Fixed stone constructions being made out of wood