127,271 Commits over 4,109 Days - 1.29cph!
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
updated decay to to be time based
doors reset decay time
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.
Industrial building_b changes
Powerplant dungeon level wip
Giving petur his ctrl-shift-F back
Updated item descriptions from google docs
Manifest, loot tables, schema
Rockmats from other branch.