194,468 Commits over 4,079 Days - 1.99cph!
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Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Texture import analyzer highlights deployables to enable streaming mips
grass.maxthreads 8 default
Lowered LOD distances on all bushes
Skipped LOD0 on arctic and arid grass
Skipped LOD0 on temperate and tundra grass
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
crane magnet cabin update
Citizen V2 MoBu definitions
studiomdl use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
Merge from foliage_optimization
bumping up snow ore population density
studiomdl: More minor improvements from CS:GO's version (Model source vertex count limit increased by 8x, !!!model output limits unchanged!!!)
fixed offset on xmas door garland
studiomdl.exe: Changed mesh weights cut of from 0.05 to 0.0001 (matches CS:GO)
tugboat LOD distances set back to what they were before
reverse engineering a fix that was developed years ago for puzzles loot not respawning and re-applying it while cringing to no end
Added more context to "Zero-size file or no sequences." studiomdl warning
studiomdl: Restored position epsilon for fuzzy vertex position comparisons to 0.05, from 0.01 (and a few other changes about LODs from CS:GO)
Improved placement of PlayerDetection gizmo at sat dish
attempting to fix no material on small box gibs (not sure how this one came into existence now though)
fixed incorrect walkways shadow mode
Use lower LOD for shadow proxies on sphere tank and walkways
sheet metal covers shadow caster material uses alpha mask
Use lower LOD for shadow proxies in pipelines
Use lower LOD for shadow proxies in sewer tunnels
merge from biome_dependant_foliage
Fixed some console commands crashing when used without a player on the server
Fixed ent_remove being able to delete players
BiomeVisuals now supports pooled prefabs / entities
Scene to prefab - prefabs only
Saplings biome variant prefabs
combing monuments for severed prefab links for foliage
Added CollateTrainTracks to Barren (should resolve train track issues)
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Better system for tracking recorder settings
Added options for reverting camera state and pausing the demo when the shot recording ends
Changed shot list entry to sentence case
Fixed having to close a shot before starting a new one
Double the animation time for card flips
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
Highlight current shot
Various fixes