33,129 Commits over 4,109 Days - 0.34cph!
Fixed std/particle error on shadergui
viewmodel import and folder settings
added missing collectible emission texture
moved some hair files to correct folders. removed now unused hair cap composite and flowmap textures. created new haircap materials. tweaked hair material and texture values to work better with non TSAA. Added hat morph targets to hair styles.
added Halloween collectables
Stopped AI and Player Movement physics layers from colliding.
fixed elbow / wrist awkwardness on all the player animations
garage door collision fix
fix for debirs field marker saving/loading
Switched refl probes time slicing to all faces
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
EAC integrity violation is logged as error
Fixed rare packet corruption when network encryption is enabled
Touched water shaders to fix refl quality 0
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
disabled foot from sticking on worldmodel weapons
fixed foot IK twitching on arrows
Hopeful fix for negative scale warning spam when navgrid is enabled
Another AI improvement to invalid destinations.
Slightly improved invalid destination detection for AI.
Merge from weekend_branch_5
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Fixed deferred mesh decal perf in editor
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Better animal rotation when fleeing.
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
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EAC SDK update (Linux fix)
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
EAC SDK update (outdated Linux 64bit)
Rolled back SSAO near view settings; again
Fixed vm bias hack scale to consider actual feet position + no layer condition
skin approval
bbq has less protection
fixed IK foot looking weird when player is crouched against high ledges.
Fixed AiManager and DynamicNavMesh serialization fuckups