32,312 Commits over 4,048 Days - 0.33cph!
Fixed Cap culling after LOD0
Cleared the old v2 light fixtures folder for merge unfuckery.
▊▄▅▍█ ▉▊▋▋▍▌▇▇ ▌▌▆ ▌▄ ▅▆▋▌▇▅ ▉▉▊▉▄ ▊▄▄▋█▅▍▉
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
Added DDraw shader to AlwaysIncludedShaders
Order network group subscription order by distance to player
Fixed various UI panels using GameObject instead of GameObjectRef
Proper fix for impostor probe lighting (all platforms)
Attempt at fixing intermittent impostor indirect lighting on vulkan
CodeLock.keyEnterDialog is GameObjectRef
Part of vulkan impostor rendering fix
Fixed impostor rendering on vulkan
Reapplied
32409 + probex vulkan shader compile fix
Restored world reflections + support for unity's reflection pribes; updated shaders and sky dome reflection prefab
Updated options scene w/ active world reflection option + removed (slow) from experimental section
skin spelling mistake fix
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required
Moved reflection probe so it's not automatically assigned a bundle (causes some bugs with ReflectionProbeEx for some reason)
Materials and shaders are in content.bundle