127,280 Commits over 4,109 Days - 1.29cph!
set up aim throwing for bone knife
updates to other throwables
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Fixed lso compute causing leaking during blur
lowgrade fuel default unlock (DERP)
Fixed potential client side NRE
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Fixed client compilation
Fixed a few prefabs
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
decay.scale convar scales both decay delay and decay duration
Cleaned up a few prefabs
Added item names to related debug output
Fixed holosight item showing a phantom file / duplicate error
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
Industrial doors texture set and materials colour variations
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
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Ores fix (I think, this might cause issues?)
Flooding protection tweaks
Increased maxflood convar default value
Updated amplify occlusion; faster/better bilateral blur
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Fixed incorrect collision meshes on twig roof sides
Fixed momentarily locking move keys after submitting chat
Death/Kill messages include steamid
set up aim throwing for pickaxe
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
AH logs include frame number
Fixed flow control warnings in ocean and river shaders
Added warning to RandomizeStartPosition when called on a sound missing audioClip
use localPosition where possible (evaluating perf difference)
physics.steps for client (devs)
Build process reshuffle.. build faster you prick!
More build speed experiments