127,278 Commits over 4,109 Days - 1.29cph!
SSAO texture format error to warning
Fixed lighthouse issues and changed lighthouse spawning settings on proc map
Quick optimization for OBB.Contains
Merged lighthouse changes from dungeon. Fixed lighthouse spawning topology rules on proc map.
Added missing lighthouse files and incremented network++
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed water system perf on riverless maps
Lighthouse, broken up railing on the top floor.
Fix for near/viewmodel ssao color bleeding
Merge from dungeone, broken up lighthouse railing
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Workaround for ssao/blur shader opengl compilation error
more ivy models
building allowed guide models and prefabs
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Coarse slope blur all channels for now
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Convex hulls models for prevent building volumes
Setup & prefab update
painstakingly moving decals into my prefabs without gizmos :'((((
Sticky gizmos for deferred decals
Added log when server is fully started
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Fixed lighthouse vertical spawn position.
Fixed lighthouse vertical position
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups
Optimized terrain carving triggers (better projectile and player culling performance)
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
Merge from water-vis-trigger