12,539 Commits over 3,806 Days - 0.14cph!
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
SkinnedMeshCollider improvements WIP
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)
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
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
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
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