127,271 Commits over 4,109 Days - 1.29cph!
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
muzzle flash smoke hidden when aiming
weapon fov's adjusted to look more natural
aiming down the sight lowers near clip plane (less viewmodel clipping)
Lighthouse layout update and various fixes
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
candlehats and minerhats use half as much fuel
replaced howizer muzzle flashes with more realistic smaller less bright versions
reduced diminishing xp for finding loot and gathering
tracers are visible in first person again
updated to unity 5.4.1
protocol++
reduced horizontal recoil of semi auto rifle
fixed NRE's for some projectiles
lowered initial distance of rifles
less HDR on first person tracer
fixed the silencer on the semi-auto rifle looking like a "limp dick"
fixed local tracers showing up for one frame on close objects
fixed muzzle flashes sometimes not casting real light
fixed weird glow on other peoples heads when shooting
Caves - more puzzle rooms greybox
Caves - Stalagmites/tites textures/models/LODs/COLs and prefabs
projectile optimizations (improves fps with lots of gunfire)
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
rock flat texture set (for cave floors)
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Slide/jump decal textures
irradiated sacs textures
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Enabled player mesh pooling by default on 64bit systems
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Optimized SkinnedMultiMesh LODGroup stripping
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Forgot to include two files
Moved more SkinnedMultiMesh stuff to prefab preprocessing
old bone armor no longer drops
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
Fixed campfire and furnace particle effects playing on spawn
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed rig error when prefab pre process is being called twice