115,453 Commits over 3,959 Days - 1.22cph!
northern cave area surroundings
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders
Fixed ambient lighting to match brdf and lighting intensity corrections
Deferred shading now supports legacy and core/new brdf simultaneously (transitional)
Octahedron encoding normals by default on core path
Tweaked water shaders to fit recent brdf changes
Fixed command buffer manager sometimes not working properly in edit-mode scene view
Fixed deferred extension sometimes not working properly in edit-mode scene view
Switched deferred extension to command buffer manager instead of ad-hoc
Rocket final models/LODs/COLs/Prefabs - including interior material variations
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
rocket decals, decal textures, backup
Fixed a tiny pink shell in the SMG viewmodel
Fixed pink SMG magazine in first person
Fixed some missing materials on old workshop skins
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Rocket factory building backup
removing cars temporary art from Habor_2, Military_tunnel_1
heavy plate helmet slightly higher protection than facemask
fixed bug where riot helmet was using bucket helmet protections by accident, Wow.
autoturret think fix (again)
mailbox deployment tightened up
Force workshop skin assets to textures.content
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...also BillboardRenderer
...and ParticleSystemRenderer as well
Skip particle renderers when finding missing materials (they're weird)
Added Tools/Find/Missing Materials
Don't attempt to batch stuff when their material is null
Arrows don't play dumb wood breaking sound
Player voice channel isn't nested under world sounds
Light compression on player voice channel
Can only place tool cupboard on constructions
Dangerous NPC footsteps audible from a bit farther away
Quick placeholder waterjug sounds