194,186 Commits over 4,079 Days - 1.98cph!
Various optimizations done before GDC
re-baked HLOD now that scale transforms are correct on all buildings
Rocket pod interaction, storage, networking
Enabled missile pod models, adjusted LOD change points, set up colliders
Refactor GiveItem method to still work with IAmmoContainer
Merge Main -> Attack Helicopter
Potted_plant_a uses its textures for shadows. Untextured polygonal shadows looked a bit silly.
Applied the lighting prefab to the scene.
Moved some pipes that were clipping.
Finished relighting, sans final LOD distance pass.
Potplant material tweak. Uses foliage SSS.
Industrial crafter usage analytic
Added high quality normal mode for material types that can fit extra 4 bits (most) in gbuffer + small fixes and optimizations
Hard limit of 16 subsurface profiles (15 assets + default)
Setup Roadsign Gloves World Model Prefab
Additional terrain anchors on rock_formation_b - edge case out of terrain
Additional terrain anchors on rock_formation_c - edge case out of terrain
merge from excavator_puzzle_reset_killing
merge from easter_23_event
Enabled Easter event
Enabled Easter UI
Updated menuvideo
Corrected Incendiary Rocket LOD Values
Added Incendiary Rocket World Model
Setup Incendiary Rocket World Model Prefab
Applied a no backface cull material to this.
Actually, just made a nobackface material variant and applied to the boxes. Backfaces probably rendered for a reason somewhere.
Turned on backface culling on this material to fix bad black glitching on our cardboard box piles.
Use LOD1 instead of 2 for shadows. Was badly glitching.
Fix wetsuit not appearing in conveyor filter options
Fix radial menu not working when pinging with binoculars
Replacing various NonAlloc physics calls with allocating physics calls on the server due to a 2021 performance regression (yikes)
Major revamp/cleanup to standard shading backend, reduced gbuffer pressure, fixed anisotropic and increased shading quality