127,287 Commits over 4,109 Days - 1.29cph!
Cleaned up command buffer manager / water related allocations
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Util scripts folder cleanup
CurrentVersion no longer cares about patch releases (unless specifically specified)
arrow and bow material updates, arrow gibs models
Bows fire slightly slower
Bows have much reduced headshot damage
Bows have a little more aim recoil
crossbows fire arrows with much higher velocity (50% instead of 20% )
HV arrows are 'thinner'
EntityCollisionMessage correctly handles batched colliders
increased helicopter weakspot health
Better error message when trying to remove LOD components from cells they don't belong to
Fixed NRE's with particle LOD's on the helicopter
Fixed graphical issues with napalm
Fixed Helicopter explosion light staying around until relog
Don't let players do anything while receiving snapshot
Fixed "sync position" being disabled on player prefab (!)
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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)
Fixed static quarry not being immortal
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
Fix sounds sometimes stopping early when returned to the pool and used again quickly
some water catchers partial texture rework/materials to rust material
Hashset.TrimExcess/Clear seems to sometimes crash Unity!!?!??!
developer 1 only works for admins/developers
Added sound templates to asset bundles
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Re-saving all custom map scenes (GameObjectRef serialization)
Adjusted terrain alpha cutoff range
First pass at silenced gunshots
Metal and wood door impact sounds
First pass at thunder sounds
Rocket flight sound is audible from a little farther away
Tone down wounded heartbeat loop a bit
Gunshot/explosion volume ducking tweaks
Third person reload sounds should work again
tone down the player flinch animations.
Patrol Helicopter Gibs unique collisions - Gibs re-export
Updated position of a load of melee weapon view models
Manifest - include all prefab names
Fixed arrows being almost impossible to fire through window bars
Adding a rotated version of small_stash