127,974 Commits over 4,109 Days - 1.30cph!
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
EAC SDK update (Linux fix)
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Store encryption level on connection (can change server.encryption for future connections while server is running)
Changed server.encryption to integer (various encryption levels)
Added craptography to runtime builds (shitty encryption for testing stuff)
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
Better animal rotation when fleeing.
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Fixed deferred mesh decal perf in editor
garage door prefab and item definition
LODs, Gibs, Textures
added lock socket, skinnable asset
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Merge from weekend_branch_5
Slightly improved invalid destination detection for AI.
Another AI improvement to invalid destinations.
Hopeful fix for negative scale warning spam when navgrid is enabled
fixed foot IK twitching on arrows
disabled foot from sticking on worldmodel weapons
Added independent water reflection probe that includes sun/moon (TOD)
Removed sun/moon from main reflection probe + reduced resolution (TOD)
Updated custom shaders to new probe; fixes skin sun reflection highlight in shadow
Touched water shaders to fix refl quality 0
Fixed rare packet corruption when network encryption is enabled
EAC integrity violation is logged as error
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
Switched refl probes time slicing to all faces
garage door polish, balance, sounds, skinnable
code lock has a filler mesh between the two sides now
increased ceiling light rope length
netting double sides with slightly increased health
manifest
fix for debirs field marker saving/loading
garage door collision fix
fixed elbow / wrist awkwardness on all the player animations
Stopped AI and Player Movement physics layers from colliding.