32,398 Commits over 4,048 Days - 0.33cph!
Second pass ocean client/gpu-side optimization
First pass ocean client/gpu-side optimization
Changed LightLOD to skip fading shadows via shadowStrength (currently remapped to area shadow size)
Added Distance Flare LOD component
Modified FX/Additive billboard shader for smooth fade-in/out
Player cull/visibility fallback set to always visible for now
Fixed water dynamics client gpu path not disabled on q=0
Optimized item skin list loading (when selecting items in the crafting menu)
Updated Facepunch.Steamworks
Fix compound static refinery one user
Distance flares, light occlusion and distance fading into radtown proplight prefabs.
Fixed light DistanceFlares being all the wrong color.
Compound lightig backup.
More proper fix for river sink
Fixed boats sinking on rivers (derp); protocol++
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Don't play stash hide / unhide sound when it spawns on the client
Fixed a problem with corpses spawning partially inside stuff
fixed deployed sirenlight emission
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Maybe RC 1st person flames.
Flame tongue action in first person.
Cleaned up buoyancy code a bit + added some comments
Buoyancy optimizations
backpacks now float
fix for randomly respawning oil rig scientists
oilfix_small out of bounds fix
Fixed depth-related water artifacts on Metal
Fixed old ass hidden wm weapons bug from 2015
protocol++ (client/server wave changes)
Fixed water near-clipping issue
Save / load water junkpiles
Merge from flamethrower_v2
Fixed Linux release build getting written to debug folder (classic andre)
Fixed censorship pixelation sometimes getting enabled even though underwear is enabled (for example when equipping bone armor)
Fixed game manifest update not assigning prefab IDs (regression from Unity's new prefab system)
removed the errant wood beams from water junk piles
Tweaked waves and foam until proper fix: longer waves, less frequent & softer foam
Fixed oil rig lights pulsing intensity after switching culling state
Fixed oil rig distance flares not turning off during day time
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