115,547 Commits over 3,959 Days - 1.22cph!
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed backface refraction
Underwater shader now scattering aware (wip)
Added new copy shader; removed deprecated one
Increased pre-fog texture to 1:1 again; switched to rgbm encoding instead for 2:1 and bandwidth savings; looks better than downscale
Now cloning _CameraDepthTexture only on d3d9 platforms
Removed postOpaqueDepth modifications from globalfog and pp scattering; not necessary anymore (kept in DoF, however)
Downscaled pre-fog/refraction texture to 1/4th res
Underwater lighting now uses combined direct+ambient (testing)
Removed all black river fix hack attempts
Attempt at solving all water problems, including transparent surf/particle fog, at once
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed external gates collapsing
Limited speedtree shader transmission feature to Frond and Leaf geom types
beachside and underwater rocks backup
Fixed duplicated symbol in blendlayer shaders
underwater rocks do not use terrain projection
Fixed detail texture scaling for the new rocks
Dungeons rock LOD setup update
procgen rock swapping backup
Cloud Billboards added to Sky Dome and values tweaked.
Military_tunnel_1 prefab update
rock_cliff_a geometry polish
dungeons rock switch old to new
placeholder rock prefabs
new sounds / particle effects for wounded animations
tweaked swimming and sprint animations.
Generic footstep effects (fix for no footstep sounds on quarries)
Add local voice limiting to helicopter weapon sounds
Ensure all light buzz sounds in new rad towns are LODed correctly
Melee impact sound polish
Hatchet strike sound polish
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
swimming cleanup, unified values for swimming/headunderwater
Fixed water refraction back projection in GL/OSX