123,372 Commits over 4,171 Days - 1.23cph!
Re-saving all custom map scenes (GameObjectRef serialization)
Adjusted terrain alpha cutoff range
First pass at silenced gunshots
Metal and wood door impact sounds
First pass at thunder sounds
Rocket flight sound is audible from a little farther away
Tone down wounded heartbeat loop a bit
Gunshot/explosion volume ducking tweaks
Third person reload sounds should work again
tone down the player flinch animations.
Patrol Helicopter Gibs unique collisions - Gibs re-export
Updated position of a load of melee weapon view models
Manifest - include all prefab names
Fixed arrows being almost impossible to fire through window bars
Adding a rotated version of small_stash
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Fixed arrow world model LODs
beacon hold grenade anim updates
On server start, first load the save, then batch colliders and then run stability (with physics frames inbetween)
Fixed NRE in weapon reload
Fix sounds recycling early when triggered rapidly
Unparent child Sound when returning a SoundPlayer to the pool
stashes decay after 3 days of inactivity
protocol++
save++
Temp fix for SoundPlayer error
Added batching.colliders server convar
Toggle building collider after setting its mesh (to refresh it in the physics system)
Cache building collider bounds (in case the collider is disabled)
Fix some impact sounds playing twice
Fix viewmodel sounds not switching to first person correctly
Fix hitmarker not being impacted by volume slider
Cleaned and re-exported meats
Fixed a lot of wrong auto import options on models
Moved legacy shaders to rust material
Added worldmodel prefabs for meat items
Removing some empty folders
Added ConVar.Global.gamepool - disabled by default
Fixed NRE in GamePhysics.Trace
Extra timewarnings to find the source of some server perf spikes
Reverted stability change so that all buildings don't fall down on server restart
Fixed phantom player models
Timewarnings
More sound recycling errors
Fixed stability issues when using collider batching or any other non-convex collider on building blocks
Fixed NRE in ConstructionCollision