32,228 Commits over 4,048 Days - 0.33cph!
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
correct settings for world model fbxs
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
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Cherry picked batching optimizations from foliage_system branch
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
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tweaked the glass impact effects (some shards stay on ground)
fixes to some world models
Updated high external wall occluder meshes
Added occluders to high external walls
Added occluder material to batch-unite all occluders
Added hiz culling to npcs
Misc shader fixes/cleanups
Increased size of sewing kit & some other component world models
More glass impact decal variations, include larger webbing
fixed items being deleted when stacked ontop of eachother in vending machine/shopfront
NRE fix for vending machine admin
reduced bloomage of vm screen
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NRE fixes
Fixed fridge icon position
Fixed warning in screen interference shader
Added double sided lighting to glass impact decal + custom shader
Fixed vending machine screen glass not refracted
Fixed vending machine screen text now showing
Fixed vending machine text and glow lights not refracted
fridge door tweaks for readability
Fridge workshop model is openned
Fridge size tweaks (scale -12.5%)
More transparent ordering workarounds to fix particles clipping against window
fixed screen interference
fixed background of vm screen being too reflective
Added custom render queue adjustment to standard shadergui
Fixed decal bullet glass ordering