34,491 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed 
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempt to fix gbuffer channel interference in decal shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building blocked message is only shown when in building mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Holding a hammer also enables the building blocked message
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed foliage displace shader d3d11_9x compilation error
 
                
                
                
                
                
             
         
        
            
            
            
                
                profile samples for GamePhysics
rolled back to 5.4.0p1
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building privilege is also checked at the construction placement position, not just at the player position
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added foliage displacement trails to players
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed profiler sample mismatch introduced with 
16568 (spamming when looking at terrain)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed server ssao texture format error; now detecting null device
 
                
                
                
                
                
             
         
        
            
            
            
                
                SSAO texture format error to warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Quick optimization for OBB.Contains
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Foliage displacement code cleanup
Minor foliage displacement optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed water system perf on riverless maps
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix for near/viewmodel ssao color bleeding
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
 
                
                
                
                
                
             
         
        
            
            
            
                
                Workaround for ssao/blur shader opengl compilation error
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Coarse slope blur all channels for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Sticky gizmos for deferred decals
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added log when server is fully started
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optimized terrain carving triggers (better projectile and player culling performance)
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked iron sights on a bunch of weapons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged water visibility triggers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed not gathering river colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed AMD R9 water darkening half screen in DX9
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Added tint to water caustics
 
                
                
                
                
                
             
         
        
            
            
            
                
                Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added refresh_stability debug console command
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated BuildingTest.sav (now also contains building stability)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optimized BaseEntityChild.Setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stone gate gibs are no longer the incorrect wood gate ones