112,069 Commits over 3,928 Days - 1.19cph!
Manifest, loot tables, schema
Updated item descriptions from google docs
Giving petur his ctrl-shift-F back
Industrial building_b changes
Powerplant dungeon level wip
added new blunt wood impact textures.
Cleanup, minor tweaks and fixes
converted 1st batch of impact FX to deferred decal shader.
Ladders no longer bypass building permission, have increased health
sqlite corruption catcher
Fixed attack ray origin being off after ricochet
Split vis.attack into vis.attack and vis.damage
updated decay to to be time based
doors reset decay time
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