129,706 Commits over 4,140 Days - 1.31cph!
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Go easy on water local refl gap reduction to reduce back tracing issues
Quarry ladder optimizations, prefab update
Quarry LOD Atlasing (on L2 & L3)
Moved second cupboard collider to the prevent building layer, as is tradition
Various building exploit fixes
Refresh batched collider after building block rotation
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snow impact effects no longer look like tiny geysers in shadow.
blunt/stab/slash impact decals
Survey charge sounds, first pass
Bullet ricochet sounds, first pass
Construction and upgrade sounds, first pass
Salvage ice pick deploy sound polish
Super distant gunshot polish/consistency pass
Rock weapon strike sounds less like a land slide
Melee cloth impact sounds
Oiljack LOD Atlasing (on L3)
Building Skins Interior blocks and wallpaper/floors carpet example textures
Pumpjack and quarry batching
Bug reporter, report errors
Stairs gib models, prefab setup
Slight changes to the Oiljack L3
Fixed in-editor resource gathering
Changed BaseMelee distance check to entity API
Shadow casdade/distance options
Reorganised options screen (still shit)
Fixed perf issue in WaterEx.Update; added River tag
Added more profiler sample tags
All footprint decals apart from the Boar
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Don't fall back to concrete particles if no particles can be found
Fixed PlayerInventory.GetAmount NRE
Native update; more safeness for devreq
Diagnostics when building game manifest
Fixed invisible weapon attachments
Fixed invisible dropped items/arrows/spears
Fixed clothing skins sometimes not applying
Tweaked dev tools, removed some old unused crap
Shorts, tanktop, and collared shirt stuff