5,428 Commits over 4,444 Days - 0.05cph!
Cleanup, minor tweaks and fixes
Retrieved CraggyIsland splat maps
Only spawn world item when a projectile is stopped completely (not when penetrating)
Increased projectile min hit delta to account for the full projectile diameter
Fixed C4 line of sight check
Tweaked DamageUtil line of sight check for tiny distances
Projectiles keep history of the bones they've hit
Added sticky gizmos option to TerrainCollisionTrigger
Don't run event schedule while still loading
Pixelate shader no longer falls back to black rectangle on low shader levels
Env sync tweaks and fixes
Wood barricades can be penetrated by certain rifle bullets and shotgun slugs
Twig building parts can be penetrated by most bullets
Everything except for throwables and arrows can penetrate twig building parts
Twig building parts have a bit more health
Cherry picking sky reflection improvements from water2.5
Attempt to make SavasIsland playable
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
Added particle quality slider to F2 menu
Added ParticleSystemContainer utility component (added to large furnace as an example)
Increased brightness of nights with full moon
Fixed arrow damage being lower than intended
Fixed quarry particle effect performance issues and added particle LODs
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed rock effects folder having the wrong name
Fixed missing stone pickaxe effects
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to VariableReference
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Building prewarm experiment
Asset prewarming is disabled by default on 32bit
Prewarm experiment: load all prefabs and effects
Added memory usage / gc counter to perf 1 / 2
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Reduced maximum time per frame to use for clientside network message processing
Building skin changes are deferred and load balanced to reduce framerate hiccups
Performance.memoryAllocations is stored as megabytes