128,943 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
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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
 
                
                
                
                
                
             
         
        
            
            
            
                
                sqlite corruption catcher
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ladders no longer bypass building permission, have increased health
 
                
                
                
                
                
             
         
        
            
            
            
                
                converted 1st batch of impact FX to deferred decal shader.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup, minor tweaks and fixes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                added new blunt wood impact textures.
 
                
                
                
                
                
             
         
        
        
        
        
        
        
        
        
            
            
            
                
                Industrial building_b changes
Powerplant dungeon level wip
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Giving petur his ctrl-shift-F back
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated item descriptions from google docs