121,550 Commits over 4,048 Days - 1.25cph!
fix jungle ambience playing offshore for real this time
Remove leather gloves from Techtreet0
boomerang_demo_timing_fix -> main
More accurate results in demo than before
Added a clear call to the indirect diffuse texture after the deferred lighting pass so the no sunlight flag in its alpha channel doesn't affect the sunlight rendered into reflection probes
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies
Don't attempt to move the boomerang if the demo is scrubbing
Try and predict model state if scrubbing
make tod sun/moon mesh brightness configurable in edit/play mode
Updated Water Treatment Tank Prop Packed Mask Material to fix Shader LOD Bug
Reordered Water Treatment Tank Prop Packed Maskl Material to use Generic Rust as Base instead of Paint
Merge from snake_ping_fix
Fix NRE relating to ping leeway for console spawned players
Sky/Cloud improvements at twilight.
Ground foliage geometry optimization
Setup more reliable found collider check
More work on schizolobium variants A and B
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
Add ConVar `memory_budget_factor`. Giving players with little VRAM a way to mitigate blurry textures at the cost of performance by allowing texture memory to spill over into system memory.
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Added item, very initial prefab setup.
Filter out road meshes when spawning the Travelling Vendor
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
Merge from light_cull_occludee_fix
fix jungle barrels anim and phrases
Piper nigrum optimizations
Adjusted LOD distances
Skipped LOD2 / assets will go straight to LOD3
Tweaed LOD3 colors to reduce pop in
Changed LOD3 to cutout instead of transparency
Reduced LOD3 texture resolution
updated store preview turntables
Ensure no left over vine instances are left in the work queue when pooling
Merge from tiger_death_nre_fix (again)
Temporary fix for tiger NRE on death, the proper fix will be shelved and merged post patch, as the bug unearthed a deeper bug in entityComponent whose fix could create other bugs
Added placeholder viewmodels
Merge from tiger_death_nre_fix
Merge from snake_death_cleanup
Additional snake death cleanup.
Setup queuing and packing methods. SyncVars are added to each entities queue.
Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate()
Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
Removed/lowered collision contribution props under under zigg entrance stairs. S2P.
Refactored depth gauge prefabs so LODs work properly and to remove wayward script.
hooked up icon on jungle relic assault rifle, and added "relic" to description
Fix textures that should be streamable but aren't based on heuristic; saving about 1.8 GB of texture memory; should mostly mitigate blurry texture issues on 4 GB cards.
Reduced concrete walkway LOD distances further
Reduced more texture resolutions to improve zigg perf
Fix for first person artefacting on cocoknight gloves
reduced strangler fig wall decal dist