112,981 Commits over 3,928 Days - 1.20cph!
Workaround for ssao/blur shader opengl compilation error
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Merge from dungeone, broken up lighthouse railing
Fix for near/viewmodel ssao color bleeding
Lighthouse, broken up railing on the top floor.
Fixed water system perf on riverless maps
Foliage displacement code cleanup
Minor foliage displacement optimizations
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Added missing lighthouse files and incremented network++
Merged lighthouse changes from dungeon. Fixed lighthouse spawning topology rules on proc map.
Quick optimization for OBB.Contains
Fixed lighthouse issues and changed lighthouse spawning settings on proc map
SSAO texture format error to warning
Fixed server ssao texture format error; now detecting null device
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Added foliage displacement trails to players
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Building privilege is also checked at the construction placement position, not just at the player position
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
profile samples for GamePhysics
rolled back to 5.4.0p1
Merged foliage shader fix
Fixed foliage displace shader d3d11_9x compilation error
Ore veins WIP textures and decal prefabs (gold and uranium)
Glow worms textures and test models
Adding cave dressing scene
cherrypicking the deferred decal shader fix
Holding a hammer also enables the building blocked message
Building blocked message is only shown when in building mode
Attempt to fix gbuffer channel interference in decal shader
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
cherrypicking the deferred decal shader fix
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
progress - vertex painting
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
trying to untangle crap 2
trying to untangle crap 1
Optimized coarse height and slope map generation in standalone builds