11,009 Commits over 4,048 Days - 0.11cph!
Added sun, moon and stars to reflection probe bake
Increased reflection probe resolution to 1024
Batched colliders refresh when the meshes of their children change
Batched colliders refresh when the physic materials of their children change
Batched colliders use the layer of their children
More batched collider reverse lookup stuff
Added reverse lookup for batched mesh colliders
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 clouds to reflection probe
Added collider grid with load balancing
Added collider mesh batching
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
Fixed hit normal orientation reject
Scale damage by the remaining projectile integrity
Some sanity checks for hits caused by projectile penetration
Changed penetration resistance calculation
Added penetration power to projectile
Projectile object penetration WIP