31,255 Commits over 3,959 Days - 0.33cph!
Fixed shadow-related core/skin shader errors
ch47 protection added
removed debug.logs
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
updated chinook client collider
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Minor spawn fixes on Savas
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Added high precision toggle to probex
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Fixed rand/biome tinting on core/foliage billboard to match main shader
tweaked chainsaw position when attacking
Removed BoneFollower (improved performance, better foundation for future features)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Fixed probex errors when switching server
Fixed probex on standalone build
Restored water probex reflections
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Probex broken on standalone build; temp reverting to alu refl
Added TOD cloud bilboard far shader replacement for single pass probex
Added water specific reflection probex w/ 1s update interval
Cleaned up probex shaders
Improved water shader to use PBS brdf on surface => albedo rgb+alpha, spec and smoothness now work properly
Improved reflection shader to use new probe instead of alu; relies on smoothness from ocean material
Updated ocean, lake and river materials for new PBS brdf and water surface transparency
ch47 global network broadcast
chainsaw chain direction fixed
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Merge from reflection-probe-ex
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
Fixed pps2 copystd shader guid
Added essential pps2 taa shaders to graphics always include list
Added "storage" protocol version
Disabled client file cache (test)
Disabled postprocess stack v2 player define setter...
Patched postprocess stack v2 to work with -warnaserr
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Fixed animals getting stuck in water / along the shoreline.
Added client file cache corruption detection (+ automatic resolution)