31,284 Commits over 3,959 Days - 0.33cph!
Better window fix
Blocked players accessing oilrig vents
oilrig portacabin window fix
Added water culling volume to cargoship interior
Fixed intermittent indirect lighting in deferred decals
Added physics.ragdollmode to set client side ragdoll collision mode
Changed physics.droppedmode to integer, now also support "continuous" (1) and "continuous speculative" (3)
Improved LS tul culling volume (Hapis)
isDynamic on prefabs spawned on junkpile water (testing)
Fixed server not updating wave time (causing static junkpiles dive site markers)
Added client engine time to EnvSync + fixed wave time desync
Updated junkpile water prefabs
Workaround for muzzle flash position bug
Water junkpiles responding to wave motion; updated prefabs
Added engine time to EnvSync for Diogo
player animator update - fixed issue with relaxed gun pose not blending out correctly, increased speed of sway to better match movement
Updated Facepunch.Steamworks
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Added editor "relax" console command (sets relax pose on player)
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Fixed Cap culling after LOD0
Cleared the old v2 light fixtures folder for merge unfuckery.
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Attempt to fix editor crash from terrain asset corruption when switching around terrain paint modes
Coconut model, gibs and textures
EAC SDK update, second attempt
Changed instancing variant stripping to keep all
Addd Tools/Textures/Texture Array Creator
Updated neutral_dungeon_lighting prefab
Enabled instancing path for deferred mesh decals (testing)
Fixed broken deferred mesh decals
Fixed indirect light flickering on deferred mesh decals
Removed unnecessary options from deferred mesh decal shaders to speed up compilation
Removed non MRT blending fallback paths
Added wave displacement option to core/foliage
Added overgrowth_floating material
Split water shader library into a few more parts
Prefab processing uses instance instead of asset in standalone, similar to editor (~10% faster loading / instantiate on SSD)
Exclude standard assets from FileSystem_Warmup
Restored taa camera depth texture