127,188 Commits over 4,109 Days - 1.29cph!
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
Fixed some (legacy?) skins not being applied
More on auto-balancing load balancers
Take Squad Manager off invoke and load balance it.
Improvements and performance in Squad Manager.
squad load balance tweaks
Scientist NPCs disabled by default due to server instability
Refactored squad management in an effort to combat stalling issue.
Misc smaller improvements to ai.
Default npc spawn settings
First working version of hair cap mask assignment
Enabled hair caps on all relevant skin materials
Added new PlayerModelHairCaps component to head, torso and legs
Tweaked player model rebuild material property block handling
Fixed warning Effect.Init - invalid entity.
Cleaned up ai related convars.
ai.npc_enable 1 by default
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type
Optimized material property desc using shader property ID instead of name; adjusted material copy
Viewmodel Clothing fbx files
Oak trees / meshes / textures / LOD's / prefabs
Added client file cache corruption detection (+ automatic resolution)
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Fixed animals getting stuck in water / along the shoreline.
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Patched postprocess stack v2 to work with -warnaserr
Disabled postprocess stack v2 player define setter...
Added "storage" protocol version
Disabled client file cache (test)
Fixed pps2 copystd shader guid
Added essential pps2 taa shaders to graphics always include list
Oak prefab tweaks / textures polish / rebaked billboards
Large trees spawn population
Removed old dead maple tree
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
flagged torso clothing to remove armpit hair and legs clothing to remove pubic hair
fuse box and fuse textures/mats