113,631 Commits over 3,959 Days - 1.20cph!
Pipe variants, prefabs, LOD/COL
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
correct settings for world model fbxs
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Ai: don't try to eat alive stuff
Ai: fixed not fleeing
Fixed some merge fixes (cs19123); fixed shader level not working
Fixed some cginc and shader outdated from main; touched rust/std
Ai stop sleeping when being attacked
Fixed collider batching issue
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
Fixed bear double spawnable
Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
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Cherry picked batching optimizations from foliage_system branch
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
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tweaked the glass impact effects (some shards stay on ground)
fixes to some world models
Fixed collider lookup table on batched colliders
Updated high external wall occluder meshes
Added occluders to high external walls
Added occluder material to batch-unite all occluders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
Overgrowth material uses foliage shader
Mesh batching includes vertex color data
Added hiz culling to npcs
rug world model physics adjustments