34,469 Commits over 4,201 Days - 0.34cph!
    
    
    
        
        
            
            
            
                
                Copy steamclient.so to Plugins/x86_64 for linux server
                
                
                
                
             
         
        
        
            
            
            
                
                flamethrower and scope + LODs and materials etc
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from shader refactor branch
                
                
                
                
             
         
        
            
            
            
                
                Fixed warehouse floor decal (#492)
                
                
                
                
             
         
        
            
            
            
                
                Sounds for new building frame pieces
                
                
                
                
             
         
        
            
            
            
                
                AmbienceEmitter occlusion gain updates in Update instead of a Coroutine. 
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
                
                
                
                
             
         
        
        
            
            
            
                
                tuna wall light LODs, materials and textures. 
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken alpha test on terrain affecting caves
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed floor grill thinking it was a door
updated phrases
                
                
                
                
             
         
        
            
            
            
                
                optimized bear model LODs
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed low res terrain rocks
                
                
                
                
             
         
        
            
            
            
                
                Removed shader warmup (linux crash bug)
                
                
                
                
             
         
        
            
            
            
                
                Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
                
                
                
                
             
         
        
            
            
            
                
                Ignore "Coroutine continue failure" errors
                
                
                
                
             
         
        
            
            
            
                
                More standard shader compilation polish
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
                
                
                
                
             
         
        
            
            
            
                
                Fixed entity vis query ignoring entities with triggers as colliders
                
                
                
                
             
         
        
            
            
            
                
                Enabled prefab pool by default
                
                
                
                
             
         
        
            
            
            
                
                ...but only on 64bit OSes
                
                
                
                
             
         
        
            
            
            
                
                Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
                
                
                
                
             
         
        
            
            
            
                
                Added new optimized shader for rainfall; tweaked worst case rainfall particle count
                
                
                
                
             
         
        
            
            
            
                
                Tweaked SMAA for quality; now works on grass and others
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Missed heli glass material
                
                
                
                
             
         
        
            
            
            
                
                Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▋▍▍▋▋█ ▌▊▋▄▌▍▅▍ ▉▉▆▍█▌▄ ▄▅ ▋█▌▄▇▉▉
                
                
                
                
             
         
        
            
            
            
                
                Decay protection points use sockets (faster than physics query and actually reliable)
                
                
                
                
             
         
        
            
            
            
                
                Re-added deployer for locks (until we have something better for them)
                
                
                
                
             
         
        
            
            
            
                
                SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
                
                
                
                
             
         
        
            
            
            
                
                flamethrower viewmodel prefabs / sounds / special fx
                
                
                
                
             
         
        
            
            
            
                
                Ported over fix for AO overdarkening screen top
                
                
                
                
             
         
        
            
            
            
                
                reduced the amount of wrist deformation when the flamethrower reloads
                
                
                
                
             
         
        
            
            
            
                
                Added background texture for blog render videos
                
                
                
                
             
         
        
            
            
            
                
                reactive target fbx, lods and materials 
                
                
                
                
             
         
        
            
            
            
                
                Removed hand popping into view on all hatchet vms
                
                
                
                
             
         
        
            
            
            
                
                Added detail spec/gloss to skin shader; made SSS blur stronger
                
                
                
                
             
         
        
            
            
            
                
                Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
                
                
                
                
             
         
        
            
            
            
                
                Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
                
                
                
                
             
         
        
        
            
            
            
                
                Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic