5,949 Commits over 4,079 Days - 0.06cph!
Added profiler samples to VariableReference
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Fixed missing stone pickaxe effects
Fixed rock effects folder having the wrong name
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed quarry particle effect performance issues and added particle LODs
Fixed arrow damage being lower than intended
Increased brightness of nights with full moon
Added ParticleSystemContainer utility component (added to large furnace as an example)
Added particle quality slider to F2 menu
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
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
Attempt to make SavasIsland playable
Cherry picking sky reflection improvements from water2.5
Everything except for throwables and arrows can penetrate twig building parts
Twig building parts have a bit more health
Wood barricades can be penetrated by certain rifle bullets and shotgun slugs
Twig building parts can be penetrated by most bullets
Env sync tweaks and fixes
Pixelate shader no longer falls back to black rectangle on low shader levels
Don't run event schedule while still loading
Added sticky gizmos option to TerrainCollisionTrigger
Projectiles keep history of the bones they've hit
Tweaked DamageUtil line of sight check for tiny distances
Fixed C4 line of sight check
Increased projectile min hit delta to account for the full projectile diameter
Only spawn world item when a projectile is stopped completely (not when penetrating)
Retrieved CraggyIsland splat maps
Cleanup, minor tweaks and fixes
Fixed attack ray origin being off after ricochet
Split vis.attack into vis.attack and vis.damage
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Refresh canvas sort order after showing or hiding loading screen UI
Deleted shatter toolkit (seemingly unused, naming conflicts)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Added Overlay/Top (for custom UI from mods during loading screens)