31,191 Commits over 3,928 Days - 0.33cph!
Fixed NRE in GamePhysics.Trace
Added ConVar.Global.gamepool - disabled by default
Cleaned and re-exported meats
Fixed a lot of wrong auto import options on models
Moved legacy shaders to rust material
Added worldmodel prefabs for meat items
Removing some empty folders
Fix hitmarker not being impacted by volume slider
Fix viewmodel sounds not switching to first person correctly
Fix some impact sounds playing twice
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Added batching.colliders server convar
Temp fix for SoundPlayer error
stashes decay after 3 days of inactivity
protocol++
save++
Unparent child Sound when returning a SoundPlayer to the pool
Fix sounds recycling early when triggered rapidly
Fixed NRE in weapon reload
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
beacon hold grenade anim updates
Fixed arrow world model LODs
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Adding a rotated version of small_stash
Fixed arrows being almost impossible to fire through window bars
Manifest - include all prefab names
Updated position of a load of melee weapon view models
Patrol Helicopter Gibs unique collisions - Gibs re-export
tone down the player flinch animations.
Third person reload sounds should work again
Gunshot/explosion volume ducking tweaks
Tone down wounded heartbeat loop a bit
Rocket flight sound is audible from a little farther away
First pass at thunder sounds
Metal and wood door impact sounds
First pass at silenced gunshots
Adjusted terrain alpha cutoff range
Re-saving all custom map scenes (GameObjectRef serialization)
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Added sound templates to asset bundles
developer 1 only works for admins/developers
Hashset.TrimExcess/Clear seems to sometimes crash Unity!!?!??!
some water catchers partial texture rework/materials to rust material
Fix sounds sometimes stopping early when returned to the pool and used again quickly
Scale sound volumes so fades sound linear instead of being mathematically linear
Mixer cleanup
Gunshots and explosions duck world sounds a little bit
Sound templates are pooled
Control reverb spread wander intensity with an animation curve and calm it down a bit
Fixed static quarry not being immortal
Helicopter gibs harvestable after 8 minutes of cooling
Fixed being able to shoot through helicopter to hit weakzones (much much harder to kill now, yikes)