127,691 Commits over 4,109 Days - 1.29cph!
prefab error fix for hammer & rock vm
added correct materials to male_facial_hairstyle_02 material swapper
Temporal AA now default (convar reset)
Player preview now uses temporal AA
crossbow/bow no longer have stance recoil
skin approval
Fixed post process stack v2 modifying player defines
Forcing project settings update/reset
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Fixed hair not deforming back when removing hats
Fixed NRE caused by post process stack v2
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed zooming in non-TSSAA modes
Fix for black sludge in TSSAA
Moved most postprocess stack shaders back to original folder to allow local builds
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Second attempt at a black sludge fix
Fixed water shore flickering when TSSAA is enabled
Allow changing to nav_disable at runtime to stop all AI ticking.
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher
Rocket factory layout changes
Added makeshift walkways
Replaced some of the lifts with staircases
Material tweaks to make the area easier to navigate
Added interior lights
Rocket factory stair colliders / LOD settings
Removed blocker from Rocket factory staircase
deco for door and windows, models/gibs/prefabs
Fixed beard sometimes not showing
Commented world model check in GetFootPlacement (gc alloc)
viewmodel prefab update - removed 'apply root motion' from animators
Fixed recurrent GC alloc in TSSAA
Admire animations - adding to DB
Fixed recurrent GC alloc in SelectedBlueprint.Update
junkyard - base scene setup and autospawn prefab
Northern snow and ice work
Optimized rocket factory walkways geometry
Downscaled a few textures
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
Rocket factory / fixed walkway LOD's
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Building privilege is emitted by all building blocks that are connected to a tool cupboard