199,294 Commits over 4,140 Days - 2.01cph!
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
cooldown is now hidden when attack-hovering a unit
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
Fixed names not showing correctly in the data browser when the game is playing
Deleted unused building stat definitions
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
apparently I didn't commit the mixer.
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
cutting in much better slope system
ak mesh entity changes ( lod 2 was not displaying properly)
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Unclamped structural values for building upgrades
Fixed building view init order issues causing NRE in the building editor tool
Moved audio source prefabs into the prefabs folder
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
Smash big rock has its own interaction, held item condition to prevent it being performed when held
Replaced all small rock meshes with slightly higher poly versions, scales might be a bit off
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