127,317 Commits over 4,109 Days - 1.29cph!
Reduced the resolution of various prop and tiling textures to reduce texture memory consumption
Packed a bunch of prop materials
hair no longer spawns in barrels, nice
hair no longer provides protection
hair is no longer craftable
Female dark texture updates
Toned down female eyelash material
Adjusted head lod3 UVs (skinned mesh renderer unchanged)
deleted some faces of the inner mouth to avoid clipping some head types
Added new morph cache component
bbq implementation
lr300 workshop prop render view
lr300 new icon
!updated flintlock reference in approved.cs
Bear rug, Rug and Table can no longer be picked up when building blocked
Bear rug, Rug and Table requires hammer to be picked up
Animals react to gunshots.
Slightly better animal movement.
More on animal AI.
EAC startup / initialize fix for Windows
Some more AI safeguarding.
updated player preview lighting
increased strength of eyebrows on male light texture a little
Removed some debug logging again
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Iceberg UV mapping progress
reduced size of scatter textures
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Removed unused "eac" convar
Added morph cache blend shape control interface
Improved morph cache debug control via inspector
Moved morph cache to own folder
vm mp5 - fixed skinning issues
vm supply signal - fixed sounds not playing
fix for NRE spam in perf.playermodel
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Fixed shadow cascades option ignored sometimes after changing quality mode
Fixed AiManager and DynamicNavMesh serialization fuckups
fixed IK foot looking weird when player is crouched against high ledges.
skin approval
bbq has less protection
Fixed vm bias hack scale to consider actual feet position + no layer condition
Rolled back SSAO near view settings; again
EAC SDK update (outdated Linux 64bit)
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
EAC SDK update (Linux fix)
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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)