128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                Connection security, better logging
                
                
                
                
             
         
        
            
            
            
                
                Some sanity checks for hits caused by projectile penetration
                
                
                
                
             
         
        
            
            
            
                
                Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
                
                
                
                
             
         
        
            
            
            
                
                Scale damage by the remaining projectile integrity
                
                
                
                
             
         
        
        
            
            
            
                
                Server description fix test
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Fixed hit normal orientation reject
                
                
                
                
             
         
        
            
            
            
                
                Pre-forest scene backup. Few rock mats.
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                First stage native api call stability; switched to safer async native GPU api calls; now called by render thread via plugin event
Testing stability for terrain base pyramid compression and atlas mip level fix
PVT compression disabled temporarily
Updated RustNative
                
                
                
                
             
         
        
        
        
            
            
            
                
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                lazy aim - dynamic crosshair position, smoother, deadzone
                
                
                
                
             
         
        
            
            
            
                
                Stop projectile if no penetration resistance can be retrieved from the entity that was hit
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed potential NRE in SkinnedMeshCollider.GetDensity
                
                
                
                
             
         
        
            
            
            
                
                Compressed PVT cache using async native requests
                
                
                
                
             
         
        
            
            
            
                
                Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
                
                
                
                
             
         
        
            
            
            
                
                Wrongly assumed  that code copied and pasted from stackoverflow worked
                
                
                
                
             
         
        
            
            
            
                
                More reverb + mids on c4 explosion
                
                
                
                
             
         
        
            
            
            
                
                Super distant gunshots for each gun
                
                
                
                
             
         
        
            
            
            
                
                Lazy tweak per viewmodel
No/Less lazy on ironsights
                
                
                
                
             
         
        
        
        
            
            
            
                
                Leaf rustle variations for different plants
                
                
                
                
             
         
        
            
            
            
                
                Play a small sound when raising/lowering ironsights
                
                
                
                
             
         
        
            
            
            
                
                Remove extra low end from pie menu sounds
                
                
                
                
             
         
        
        
        
            
            
            
                
                updated decay to to be time based
doors reset decay time
                
                
                
                
             
         
        
        
        
        
        
        
        
            
            
            
                
                Split vis.attack into vis.attack and vis.damage
                
                
                
                
             
         
        
            
            
            
                
                Fixed attack ray origin being off after ricochet