127,970 Commits over 4,109 Days - 1.30cph!
Individual grass blade clumps models for terrain grass
Cherry picking grass meshes
Cherry picking overgrowth material / textures
Disabled terrain base pyramid map baking
Updating to latest overgrowth material
Reduced hiz culling default update freq to match playercull (for now)
Restored more aggressive player model applyVis (w/ fix for parts)
Fixed hiz culling heap alloc
Fixed hiz redundant call
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound
Fixed terrain shader compilation when parallax keyword is enabled
granola bar eat sound added
paper cost reduced
Armored Single door now has a functioning hatch
vm basics
WTP overgrowth dressing end
Cleaning console command running paths
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
Added more occlusion meshes
Pause ServerMgr.Update until the connection is open
Moved beartrap displacement go to invisible layer
Saving default time scale of 1.0 (rather than 1.0028036)
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Salvaged cleaver optimisation
Fixed shaders after merge + parity with main
Shader parity with prerelease + deferred mesh decal instancing
Fixed potential NRE in playerModel applyVisibility + compilation warning
Nomenclature changes to grass shader
Added foliage shader
Added server convar to pause time while loading (defaults to false)
Junkpiles overgrowth details
Beancan grenade optimisation
ak mesh entity changes ( lod 2 was not displaying properly)
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fixed the shells not ejecting / mag not dropping on the ak47 worldmodel
More shader parity with prerelease + removed parallax mapping (for now)
Removed redundant shader tag
Trees and bushes custom normals pass for volume
Merged shader changes from main
attempting to fix an error message
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double armored door hatch functional
smoother movement on hatch open/close
phrases
fixed the material on the 3rd person shell casings
Removed forward passes from grass shader