127,304 Commits over 4,109 Days - 1.29cph!
Changed penetration resistance calculation
Fixed missing detail layer in some shaders causing empty material inspector
Connection security, better logging
Some sanity checks for hits caused by projectile penetration
Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
Scale damage by the remaining projectile integrity
Server description fix test
Fixed hit normal orientation reject
Pre-forest scene backup. Few rock mats.
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
updated decay to to be time based
doors reset decay time