112,056 Commits over 3,928 Days - 1.19cph!
Fixed flow control warnings in ocean and river shaders
AH logs include frame number
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
set up aim throwing for pickaxe
Death/Kill messages include steamid
Fixed momentarily locking move keys after submitting chat
Fixed incorrect collision meshes on twig roof sides
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Updated amplify occlusion; faster/better bilateral blur
Increased maxflood convar default value
Flooding protection tweaks
Ores fix (I think, this might cause issues?)
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Replaced deprecated calls to RenderTexture.isCubemap
Moved process GPU device requests call to MainCamera.cs
Added "terrain.atlasmipfix" and "terrain.basetexcomp" commands to disable all native gfx api calls (only pvt and these two features use them)
Added comments regarding terrain.* commands to ConVar.Terrain script
Industrial doors texture set and materials colour variations
Fix for invisible materials in empty scenes
Patrol helicopter server gibs entity bounds
Mortar (need to check shader - it goes invisible when applied)
Fixing some material import settings (as discussed with Vince)
Melee distance padding tweak
Merging update for Hapis/Savas islands
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Fixed holosight item showing a phantom file / duplicate error
Cleaned up a few prefabs
Added item names to related debug output
decay.scale convar scales both decay delay and decay duration
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
Fixed client compilation
Fixed a few prefabs
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Fixed potential client side NRE
lowgrade fuel default unlock (DERP)
Fixed lso compute causing leaking during blur
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Merged from large scale occlusion branch
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
set up aim throwing for bone knife
updates to other throwables
Tweaked default values; fixed toggling
updated to b19
stone spear cheaper
furnace / storage box earlier (before metal objects)
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Ration floating box: fbx, lods, col, textures and materials