33,721 Commits over 4,140 Days - 0.34cph!
- Replaced the Grab Pass in the UnderWater shader with a texture copy during the Before Forward Alpha stage.
- Updated the Water and WaterStandardCore shader files to support adding their own under water fog to account for the Grab Pass changes.
- Fixed a OnRenderImage warning that wouldn't go away.
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merge from stability_stat_fix
merge from fix_attackheli_headlights
merge from max_health_debug
merge from legacy_high_wall_fix_2
merge from fix_heavymovement_refs
merge from no_build_zone_height_visual
merge from metal_detector_dropped_items
Merge from hardcore_refresh
Remove code to pack monument scenes bundle (unused)
Merge from trimmed_asset_warmup/scene_warmup
batched projectiles handle cameraclip avoiding code for thrown projectiles
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
Merge from tech_editor_improvements (Hardcore specific tech trees + layout fixes for all other tech trees)
Merge from trimmed_asset_warmup/scene_warmup
merge from phrase_applybutton
Add -> TryAdd in BuriedItems
Reduce texture size and/or enable compression on some textures
Merge: from benchmarking_update
- Cleanup of obsolete EffectsBenchmark
- Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene
- Bugfix for infinite load loop in benchmarking flow
Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
merge from shelves_whitelist
merge from reported_players_server_command
merge from metal_detector_dropped_items
merge from fix_attackheli_headlights