Recoil fixes, buckshot changes, optimisation, and more.
- Polished metal melee weapon impacts
- Misc minor sound and mix tweaks
- AK47 Horizontal Recoil slightly increased
- AK47 Maximum Aimcone slightly reduced
- DBS aimcone reduced
- DBS recoil reduced
- Eoka aimcone reduced
- Handmade Shell does 9 damage instead of 7
- Handmade Shell spread increased slightly
- Handmade Shell Pellet velocity decreased
- Shotgun Slugs are now half price
- Buckshot max effective distance increased to 40m
- Shotgun Pellet grouping weighted to the center slightly
- Automatic Weapons have slight center weighting for automatic shots
- Added server.woundingenabled ConVar. When false players always die
- Fixed Thompson having wrong screenshake effect
- Fix npcs spamming footstep effects when moved long distances in a single frame
- Fixed bug where aimcone was using spherical math instead of circular
- Fixed viewmodel flickering when spamming RMG
- Fixed viewmodel going crazy when ADS immediately after weapon deploy
- Fixed bows flooding the server with RPCs when aiming them with no arrows in the inventory
- Added additional DOS protection to server
- Added maxrpcspersecond server convar
- Added maxtickspersecond server convar
- Added maxcommandspersecond server convar
- Added P2P flooding protection to client
- Added maxpeerspersecond client convar
- Optimized several client side commands related to entity lookups
- Tweaked scale of small clutter rocks
- Optimized anisotropic filtering on textures and skins
- Optimized and trilinear filtering on skins
- Optimized deferred decals using instancing
- Silenced TrackID error when DLL was not found
- Fixed item info showing up as null when destroying world items
- Added transform caching to deferred decals
- Eliminated garbage allocations on several dictionary keys
- Deleted unused third party assets (download size)
- Fixed broken reflections on Hapis rivers
- Reduced intensities on some emissive materials
- Fixed hurt effect looking too bright
- Fixed lighting on torch, campfire and furnace
- Fixed deferred mesh decals; e.g. numbers on harbor cranes
- Fixed laser pointer emissive blobs and beam intensity
