127,956 Commits over 4,109 Days - 1.30cph!
Hybrid construction socket fixes
Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
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Large wood storage box model and textures re-skin
Lowered barricades slightly to 1.25
Building stability is supported by both construction and stability sockets
Only follow male entity links for stability
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Twig part folder cleanup
Atlased Twig tier, combined previously separate meshes to reduce drawcalls
New batched meshes
More precise collisions
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
merge from building_atlases
Always clamp FOV to a valid range
TopTier part folder cleanup
Atlased toptier, combined previously separate meshes to reduce drawcalls
New batched meshes
merge from building_atlases
Building prefab updates to the new stability + construction socket backend
No more StabilityPinPoint
autoturrets won't aggro on eachother if shot by errant rounds
AK47 mesh update (now component meshes)
Added LODs to database
Added textures & materials
m249 viewmodel + worldmodel + sounds/special fx
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Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
Ramp construction socket (used for roof)
updated ak47 material values
Missing folder f!'@#]p/?plastic
Cherry picking Vince's door material fix
Door prefab updates for the new stability backend
Shutter, embrasure and window bar prefab updates for the new socket features
merge from building_atlases