32,372 Commits over 4,048 Days - 0.33cph!
Added explicit specular control to hair shader
Workbench can no longer be locked (bug fix)
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
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First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Downscaled a few textures
Fixed recurrent GC alloc in SelectedBlueprint.Update
Admire animations - adding to DB
Fixed recurrent GC alloc in TSSAA
viewmodel prefab update - removed 'apply root motion' from animators
Commented world model check in GetFootPlacement (gc alloc)
Fixed beard sometimes not showing
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
Allow changing to nav_disable at runtime to stop all AI ticking.
Fixed water shore flickering when TSSAA is enabled
Second attempt at a black sludge fix
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Moved most postprocess stack shaders back to original folder to allow local builds
Fixed NRE caused by post process stack v2
Fixed hair not deforming back when removing hats
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Forcing project settings update/reset
Fixed post process stack v2 modifying player defines
crossbow/bow no longer have stance recoil
skin approval
Temporal AA now default (convar reset)
Player preview now uses temporal AA
added correct materials to male_facial_hairstyle_02 material swapper
prefab error fix for hammer & rock vm
Upgraded temporal anti-aliasing to PostProcessStackV2
old benches can now experiment
nre fix
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
Fixed morph cache not dirtying on setup
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Added male facial hair 02
Navmesh Link transition improvements and other misc AI tweaks.
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
nailgun no longer damages wood structures
nailgun nails stay in world and are retrievable
tweaked a bunch of 3rd person player animations ( shoulders / elbows look more natural )