125,327 Commits over 4,171 Days - 1.25cph!
Enabled entity pooling on furnaces, campfires and light sources
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling for sleeping bags
Enabled entity pooling for tool cupboards
Launch site greybox progress + puzzle layout
first cover pass around core
Added fuzz mask option to cloth shaders
lowered cost of netting
stuck objects/decals on spinner actually spin
Replacement radtown stuff
progress
launch_site floodlights greybox
greybox material mapping on structures
progress
Double barrel shotgun world model re-creation
Industrial fixtures / vents
Bunker room prop placement update
binoculars fbx changes, LODS & fuzz
binoculars viewmodel / worldmodel prefabs
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Fixed viewmodel bob looking odd (from the optimizations)
Encode instance position offset into texcoord1 on batched meshes
rocket_crane greybox detail pass
adding damian's layer prefab file
Fixed global aniso not set with default cfg/convar
backup in case this is a stupid idea
fix for viewmodel clipping when FOV is changed
fixed some clipping problems on some of the viewmodels when ironsighting
Minor fix in WorldSpaceGrid.GridToWorldCoords
Update plant skin parameters after instantiating the skin (pooling)
Initial greybox pass on the rocket factory area
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Mesh building optimizations
Enforce caching of the mesh from procedural foliage placement in the main thread
Foliage batching cells are as big as the old grass cells
Furthest foliage cell is correctly forced to lowest LOD
extended pipes toward the silos slightly
worked out road layout
underground cleanup
Added road blocks without pavement, 3 wip new blocks
revolver world model re-creation
Added player and npc ragdoll culling
changed ansio settings for several viewmodels to make textures look sharper on viewmodels
Rocket factory area greybox refinement