121,138 Commits over 4,018 Days - 1.26cph!
Data oriented optimizations
Allow wave lengths > 100
[D11] Reduce snapping sensitivity of placement guides when using the planner
[D11] [UI] Fixed water containers incorrectly flashing amount text when certain conditions were being met.
[D11][#1271][#1292] Fixes for admin panel issues
[D11] [Console] Reduced gunfire particle effects
[D11][UI] [#1698] Fixed issue input model thinking a button was held down when not
Horses use flesh collider material (for blood effects)
[D11] Fixed deployable items not holstering correctly when driving a boat, blocked dropping items when driving and when sleeping, and when leaving a boat, any holstered items will now be un-holstered.
[D11] [UI] Fixed server define in water catcher (variable assigned but never used)
Tweaked font settings (should prevent chat lag)
Get rid of the duplicated fonts
Horse sound import setting tweaks
horse eat sound tweaks
horse water footstep tweaks
Split ResourceRef into multiple files
hooked up mount/dismount sounds
horse spawns
compile fixes
More horse water footstep work
Horse mount/dismount/eat loop sounds
Synched buoyancy with new waves
Increased ocean detail blend distance
Fixed cpu sampling and couple optimizations
horses don't like deep water
Horse water footsteps
Horse saddle movement sounds
More horse vocaliaztions
horse network optimizations
compile issues
improved horse visuals
horse optimization
transformUtil.GetGroundInfo now non alloc
fixed cargoship glass mat
glitchy horse footstep fix
tweaked horse blend times on controller
better horse movement on stairs
Sensible open sea values
Blending from shore to open sea
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
added 1st pass horse eating anim, added to animator
Rust/Standard Blend 4-Way temporary