2,130 Commits over 2,161 Days - 0.04cph!
Properly disposing some RTs
Terrain base pyramid only allocated when shaderlod=100
Disabled morph cache debug log
Audio clip compression; testing memory/cpu tradeoff
Water bandwidth opts (testing)
Fixed underwater effects missing while playing in editor
Merge from hair-morph-opts (-memory footprint+player rebuild perf)
Restricted occlusion culling to d3d11 only (faulty on some Mac/Linux drivers)
Oilrig_1 scene2prefab (fix attempt)
NPC vis fallback immediate set; forced always visible + tiny opt
Player vis fallback immediate set w/o visThink
Tweaks and fixes to flares and lightGroupAtTime
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Fixed rust/flare not instanced; toggled it on a few rust/flare materials
Fixed property block conflicts between lightGroupAtTime and simpleFlare
Fixed the flare situation (I'm a knob head)
Fixed reflection intensity when worlf refl = 0
Modified Rust/Flare shader to work with LightGroupAtTime
Fixed water system rendering in prefab stage
Fixed misc issues with water system in edit-mode
Moved water interaction command buffer to camera to avoid triggering unity's builtin renderer volume update calls
Fixed remaining issues with LightEx
Restored
33595 + LightLOD fix
Subtracted
33595 (bug: excessive shadow draw); proper fix coming next
Added reverse fresnel opacity option to additive particle shaders
Combined reverse fresnel opacity w/ vertex alpha in Particles/VertexLit Blended Custom
Added per-vertex reverse fresnel opacity option to Particles/VertexLit Blended Custom
Fall back to probex when world reflections = 0
Toggle LightEx along with light lodding/culling
Shader stripping lightmap and built-in fog permutations (not needed for now)
Fixed volumetricLightBeam-related errors when leaving craggy landing test scene
Optimized buoyancy cpu path; now 35% faster
Protocol++
Fixed shadows not always highest quality in edit-mode
Fixed some issues related to graphics.waves
Added client and admin-only graphics.waves console toggle to profile ocean wave performance
Second pass ocean client/gpu-side optimization
First pass ocean client/gpu-side optimization
Changed LightLOD to skip fading shadows via shadowStrength (currently remapped to area shadow size)
Added Distance Flare LOD component
Modified FX/Additive billboard shader for smooth fade-in/out
Player cull/visibility fallback set to always visible for now
Fixed water dynamics client gpu path not disabled on q=0
More proper fix for river sink
Fixed boats sinking on rivers (derp); protocol++
Cleaned up buoyancy code a bit + added some comments
Fixed depth-related water artifacts on Metal
Fixed old ass hidden wm weapons bug from 2015
protocol++ (client/server wave changes)