33,904 Commits over 4,171 Days - 0.34cph!
Fixed floor grill thinking it was a door
updated phrases
optimized bear model LODs
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
More standard shader compilation polish
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
Fixed entity vis query ignoring entities with triggers as colliders
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Tweaked SMAA for quality; now works on grass and others
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Missed heli glass material
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
flamethrower viewmodel prefabs / sounds / special fx
Ported over fix for AO overdarkening screen top
reduced the amount of wrist deformation when the flamethrower reloads
Added background texture for blog render videos
reactive target fbx, lods and materials
Removed hand popping into view on all hatchet vms
Added detail spec/gloss to skin shader; made SSS blur stronger
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Workshop download diagnosis code
Fixed separable blur shader error
Added "ent who" admin command - for seeing who created the entity
code lock shock final pass
min 5 damage from codelock failure
Fixed skin shading regression on OSX/glcore
Way better melee rock impacts
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Fixed barricades culling too early
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB