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Another AI improvement to invalid destinations.
Slightly improved invalid destination detection for AI.
Merge from weekend_branch_5
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added lock socket, skinnable asset
garage door prefab and item definition
LODs, Gibs, Textures
Fixed deferred mesh decal perf in editor
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Better animal rotation when fleeing.
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
Store encryption level on connection (can change server.encryption for future connections while server is running)
Changed server.encryption to integer (various encryption levels)
Added craptography to runtime builds (shitty encryption for testing stuff)
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EAC SDK update (Linux fix)
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
EAC SDK update (outdated Linux 64bit)
Rolled back SSAO near view settings; again
Fixed vm bias hack scale to consider actual feet position + no layer condition
skin approval
bbq has less protection
fixed IK foot looking weird when player is crouched against high ledges.
Fixed AiManager and DynamicNavMesh serialization fuckups
Fixed shadow cascades option ignored sometimes after changing quality mode
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fix for NRE spam in perf.playermodel
vm supply signal - fixed sounds not playing
vm mp5 - fixed skinning issues
Added morph cache blend shape control interface
Improved morph cache debug control via inspector
Moved morph cache to own folder
Removed unused "eac" convar
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reduced size of scatter textures
Iceberg UV mapping progress
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Removed some debug logging again
increased strength of eyebrows on male light texture a little