30,783 Commits over 3,867 Days - 0.33cph!
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
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Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
Missed heli glass material
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Tweaked SMAA for quality; now works on grass and others
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
...but only on 64bit OSes
Enabled prefab pool by default
Fixed entity vis query ignoring entities with triggers as colliders
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
More standard shader compilation polish
Ignore "Coroutine continue failure" errors
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Removed shader warmup (linux crash bug)
Fixed low res terrain rocks
optimized bear model LODs
Fixed floor grill thinking it was a door
updated phrases
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
Fixed broken alpha test on terrain affecting caves
tuna wall light LODs, materials and textures.
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
Sounds for new building frame pieces
Fixed warehouse floor decal (#492)
Merge from shader refactor branch
flamethrower and scope + LODs and materials etc
Copy steamclient.so to Plugins/x86_64 for linux server
steamclient.so for linux server
Render stuff in a separate native dll (so linux server doesn't try to load it)
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Fixed potential signage NRE when database was deleted
Native updates, Protocol++
If we detect a crash on startup, mark steam content as corrupt
In player load, only set username if it's not null (for mods)