33,905 Commits over 4,171 Days - 0.34cph!
Savas Koth startup NRE fix
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Updated Savas Koth spawn locations
Fixed regression that sometimes made explosives invisible when attached to doors
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
hollowed out the chinook's collision mesh ( server )
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower
Added Sedan and CH47 spawns to Savas Koth
Fixed some items never spawning in Savas Koth loot tables
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Fixed DepthMask server compile error
Fixed potential edit-mode NRE in WindZoneEx
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed all fx prefabs with invalid sorting fudge values
Toned downn chromatic dispersion values in water materials
Added network extrapolation smoothing
Increased default network extrapolation time
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Imposter is IClientComponent
Don't spawn bradley while still loading
spazzy look dir fix attempt
Minor flame turret exploit fix
Fixed flame turret mismatch deploy / ground watch layers
updated generic sitting pose to avoid hands clipping
blueprint read sound abides by master sound settings
Improved temporal anti-aliasing NaN handling
Added additive projector shader
Added scroll to projector shaders
rowboat pushing improved
rowboat can be righted when in water
attempted to fix rockets etc detonating inside moving vehicles
fixed odd alt-look behavior in vehicles
rowboat has increased buoyancy with velocity
Added two-layer caustics projector shader
slightly different boat wake
Added debug toggle to core/foliage shader and debug view option for vnormals, vtangents, vcolor
compile fix
rowboat caustics
Fixed core/foliage debug view color space
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Simpler water depth mask handling, more generic; updated rowboat prefab
Added and enabled instancing support on depth mask material
Nuked WaterDepthMask component