127,186 Commits over 4,109 Days - 1.29cph!
Rocket facility site / roof buildings, doors, warehouse interior, windows
Show invoke handler tasks with "perf 7"
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
Merge from invoke_handler
holosight worldmodel lod updates
lasersight world model lod updates
Quick fixed menu UI until we determine that the canvas changes are on purpose
Reduced default animal populations
DoEffect warning spam editor only
Fixed rare ArgumentOutOfRangeException in InvokeHandler
Stripped Mesh.MarkDynamic entirely because it's retarded
Muzzleboost world model lod updates
Another ArgumentOutOfRangeException
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Simplified a few more building occluders
Added more core occluders
Added building occluder set up scene
Raster tolerance tweaks on a few occluder meshes
Merged occluder optimizations
Group profiler by entity name in GroupDestroy
Profiler sample around Protobuf.Entity.Deserialize
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Load DebugSkin differently
Fixed player preview (deferred LDR alpha)
Rocket factory / offices exterior blockout
Muzzlebrake world model lod updates
Small scope world model lod updates
Silencer world model lod updates
fixed plants not growing
fixed plant color scale not being applied
Enabled occlusion culling on dx9 and glcore
Rocket factory interior / walkway greyboxes
fixed purple textures on stone hatchet projectile
simple scope balance + implementation
Added pooling support to loot containers and collectables