10,480 Commits over 4,171 Days - 0.10cph!
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
SkinnedMeshCollider improvements WIP
Projectile object penetration WIP
Added penetration power to projectile
Changed penetration resistance calculation
Some sanity checks for hits caused by projectile penetration
Scale damage by the remaining projectile integrity
Fixed hit normal orientation reject
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
Added collider grid with load balancing
Added collider mesh batching
Added clouds to reflection probe
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
Added reverse lookup for batched mesh colliders
More batched collider reverse lookup stuff