5,959 Commits over 4,201 Days - 0.06cph!
    
    
    
        
            
            
            
                
                Added BasePlayer.MovePosition (for mods)
                
                
                
                
             
         
        
            
            
            
                
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                Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
                
                
                
                
             
         
        
            
            
            
                
                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