256,440 Commits over 4,018 Days - 2.66cph!
Fixed NRE in collections debug gizmos
Added group collection support condition, tweaked groups data and herd AI module
▅▆▌▊▍ ▉▅▅█▅▄▋ ▆▅▄▊▍█▍▊ ▌█▉ ▅▉▋▇▌ / ▌▊▊ ▄▉▊▇
Smash big rock has its own interaction, held item condition to prevent it being performed when held
Replaced all small rock meshes with slightly higher poly versions, scales might be a bit off
attempting to fix an error message
Merged shader changes from main
Trees and bushes custom normals pass for volume
More shader parity with prerelease + removed parallax mapping (for now)
Removed redundant shader tag
fixed the shells not ejecting / mag not dropping on the ak47 worldmodel
Moved audio source prefabs into the prefabs folder
Unclamped structural values for building upgrades
Fixed building view init order issues causing NRE in the building editor tool
▍▄▍▇▌▌▍▊ ▅▍▊▌▆▍▅ ▌█ ▉▆▊▉▊▋ ▊▌ ▄▉▍█▅██▋ ▍▌█▇▇▍▌▍ █▇▍▉▄▆▊ ▊▊ ▅▅ ▆▅▅▆
ak mesh entity changes ( lod 2 was not displaying properly)
cutting in much better slope system
Beancan grenade optimisation
Junkpiles overgrowth details
Added server convar to pause time while loading (defaults to false)
Nomenclature changes to grass shader
Added foliage shader
Fixed potential NRE in playerModel applyVisibility + compilation warning
apparently I didn't commit the mixer.
Shader parity with prerelease + deferred mesh decal instancing
Fixed shaders after merge + parity with main
Salvaged cleaver optimisation
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
Saving default time scale of 1.0 (rather than 1.0028036)
Moved beartrap displacement go to invisible layer
Deleted unused building stat definitions
Fixed names not showing correctly in the data browser when the game is playing
Pause ServerMgr.Update until the connection is open
Added more occlusion meshes
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write