108,632 Commits over 3,867 Days - 1.17cph!
Play a small sound when raising/lowering ironsights
Leaf rustle variations for different plants
Lazy tweak per viewmodel
No/Less lazy on ironsights
Super distant gunshots for each gun
More reverb + mids on c4 explosion
Wrongly assumed that code copied and pasted from stackoverflow worked
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Compressed PVT cache using async native requests
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
lazy aim - dynamic crosshair position, smoother, deadzone
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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
Pre-forest scene backup. Few rock mats.
Fixed hit normal orientation reject
Server description fix test
Scale damage by the remaining projectile integrity
Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
Some sanity checks for hits caused by projectile penetration
Connection security, better logging
Fixed missing detail layer in some shaders causing empty material inspector
Changed penetration resistance calculation
Added penetration power to projectile
some more wounded animations
reduced crafting time for all low level items
New building gib sounds
Location based voice limiting to control gib voice counts instead of % chance to play