107,900 Commits over 3,836 Days - 1.17cph!
Construction and upgrade sounds, first pass
Bullet ricochet sounds, first pass
Survey charge sounds, first pass
blunt/stab/slash impact decals
snow impact effects no longer look like tiny geysers in shadow.
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Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition
Quarry LOD Atlasing (on L2 & L3)
Quarry ladder optimizations, prefab update
Go easy on water local refl gap reduction to reduce back tracing issues
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
Moved options to main menu (this will get better)
Prevented UI accidentally dissapearing when jabbing F keys
Tweaked player corpse bounds
Cull twig wall shadow casting mesh when batched
Tweaked entity visibility check
Tweaked corpse entity bounds
Warn + fix if loading a save with duplicate entity ids
Enabled prefab preprocessing warmup by default
Invalidate network cache properly on looting
server.save does a clean save (wipes save cache before saving)
Added exclude filter to warmup
Removed emissive material from keylock
Fixed campfire line of sight check
Fixed potential NREs in RPC_Server
Minor stability tweaks and fixes
When placing a block, update the surrounding blocks
Twig and sheet metal col extra detail
Build server compile using unity 5.2.1p3
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Legacy LightEx version (backwards compatibility of existing prefabs)
Fixed LightEx interfering with light fade in / fade out
Only update collider parameters in ConstructionCollision if changes have been detected