10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                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