121,137 Commits over 4,018 Days - 1.26cph!
Couple of internal shader fixes
Added contact shadows (works on vm); toggle via graphics (def=off)
Added randomized scale to new foliage system
Added value noise to new foliage system
Added randomized tinting to foliage shader (still disabled)
Various tweaks and more desert stuff.
fixed bow / crossbow worldmodel culling preventing them from animating
Fixed recurrent shader compilation warning
Launch site warehouse progress
Launchsite warehouse rework progress
Fixed grass shader compilation
Re-enabled far splat uvmix on highest shader quality level (600)
Checked the instancing checkbox on some decals that didn't have it set
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
rethrow caught exceptions so we actually fail properly
Added opacity mask dithering to core/hair shader
Updated core shader set to latest
Launch_site scene update, dressing sciency side
Steam Items http://bit.ly/2rb5pWE
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
Removing fucked component reference from server.prefab
Tweaked fire particle materials, including flame thrower
separate material for rocket_decals without decal functionality
ground meshes
launchsite scene update
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Only report exceptions from official servers again
Exception reporting filtering
Get developer list from manifest
Merge from decal_instancing
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Added transform caching to decals
Optimized decal command buffer refresh
Enabled decal instancing by default
Checkpoint model LODs/Prefab/COLs
Overgrowth dressing scene update
Fixed item info showing up as null when destroying world items due to invalid position
Silenced TrackIR error when DLL was not found even though it exists in the registry