34,497 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed steaminv.del outside of editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed knockers not censored in inventory menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed skinned clothing replacing skin textures
Fixed tshirt skins
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Players stand in player perf scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                More sensible thirdperson defaults
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added working player model prefab to playermodel scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slight animal count tweak
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE in TerrainCollision
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed light shadow mask clone texture format to R32F
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed some river segments failing to be added to the water map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
 
                
                
                
                
                
             
         
        
            
            
            
                
                Nuked low quality version of skin shaders; only one full spec level for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
 
                
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reapplied sky reflection hack to atmosphere shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make sure all in world ambience emitters are flagged as static 
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
 
                
                
                
                
                
             
         
        
            
            
            
                
                perf 5 displays frame time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed options opening with wrong tab selected
 
                
                
                
                
                
             
         
        
            
            
            
                
                AmbienceManager update tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Driftwood no longer spawns on rocks
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge into main
protocol++
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                loot tables + manifest + item costs (bucket/barrel)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed compilation warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                waterbucket disconnect fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased client per-frame message processing time
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed water/shore bug introduced in 
14228 
                
                
                
                
                
             
         
        
            
            
            
                
                More compilation warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed camera depth mismatch affecting scattering on transparent surfaces
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for q1 parallax artifacts on steep rocks (#755)