5,953 Commits over 4,171 Days - 0.06cph!
Renamed teleporttome to teleport2me cuz that's how 1337 I am
Added client.fps and server.fps console commands
No longer make all admins female (added dev.gender as a replacement for testing)
Fixed player shadow lagging behind, which made first person feel weird and laggy
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Added Overlay/Top (for custom UI from mods during loading screens)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Deleted shatter toolkit (seemingly unused, naming conflicts)
Refresh canvas sort order after showing or hiding loading screen UI
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Split vis.attack into vis.attack and vis.damage
Fixed attack ray origin being off after ricochet
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