127,313 Commits over 4,109 Days - 1.29cph!
Removed non-mrt blending path on a few shaders and water rendering
Nuked deprecated gui layer component from camera
compass displays ontop of scope/binocular/helmet overlays
First pass support for runtime instanced generic water pools
Add a copy of the rust Rust native dll source code for the d11 console branch, and premake files to build it. I've used d11's modified version of premake4 which has been modified to support ps4 and xbox one.
puzzle circuits models/textures/mats
Updated simple switch prefab
Add a copy of the racknet native code. This is Facepunch's wrapper layer in "Networking.cpp/s", merged with the latest full source of raknet, and premake files. I've duplicated dll's premake4.exe but will tidy this up when the structure settles down. Racknet DLL for windows and ps4 (prx) can be built, I haven't tried xbox one yet.
Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch
Paddling anims
Animator parameters for sitting state
blendtree
holdtype setup and placeholder anims
entity prefab
world model prefab & setup
Bundle loading API preparations for the world SDK
Finished swamp tree meshes
Added leaves and alpha branches to swamp trees
Vertex painted swamp cabins
Various tweaks and optimizations to the bandit town scene
Fix Junkpile Scientists not registering with Junkpiles properly.
Fix a potential NRE/NavAgent error in Sensory System.
Hapis refinery update work
Updated bandit town cabins
Hapis refinery update progress backup
Fixed compass modifying material asset
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Fixed the fix and exposed some temporal params
Removed MRT blending fallbacks (dx9, gl2)
Enabled tod scattering in edit mode
Water refactor for runtime water body instancing, dynamic changes, edit-mode support, multiple cameras (wip)
Fixed door sound effect errors on static maps
vm jackhammer placeholder anims
vm animator and prefab setup
Dredge texture/UV update / Added railings and hanging tires
merge from paddle_holdtype
Mitigated water z-fighting on terrain near coplanar to water level