31,239 Commits over 3,959 Days - 0.33cph!
tweaked a bunch of 3rd person player animations
Work towards mixed navmesh grid cell fidelity.
Toggling grass shadows force-refreshes grass meshes
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
nav_grid and ai_dormant on by default.
quicker sitting animations
skin approval
Added graphics.grassShadows convar, disabled by default
Added Grass Shadows toggle Graphics menu
Fixed render texture size error when loading editor
sedan collision model for interior
Better adjustment to ground when on a navmesh link.
Stop freezing when stuck on an invalid navmesh link.
VehicleMovement hits triggers
Fixed missing shadows in shadow quality < 2
Fixed penumbra shadows not reset when switching quality
sitting in chair provides 100% comfort
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
NRE Fix
better exploit attempt logging
Defaulted shadow quality to 1 (previous default) due to potential perf impact on rec. spec hw
Fixed penumbra shadows not clearing all overhead when shadow quality below 2
Added grass material for grass spawns w/ lower shadow intensity
Restored original overgrowth material to 1.0 shadow intensity
Added Shadow Quality slider to Graphics menu
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
Fixed issue with graphics settings and custom screen space shadows
Penumbra toggle on point and spot shadows
Slight refactor to deferred shadows to allow penumbra toggle
Added graphics.shadowquality convar; 0=low/hard, 1=med/soft, 2=high/soft+penumbra (default because it's 2017)
Nuked unnecessary files
Save entity position relative to parent entity
Fixed invisible locks on server restart
Disabled blocker search early out in directional pcss due to artifacts
Disabled penumbra shadow filter noise to help with flickering
re-added player y position smoothing
nre fix in NearMountPoint
sound NRE fix
increased size of chair prevent building /deploy volume vertically
Adjusted searchlight and heli light shadow radius
Small tweak to directional penumbra, more softness at base
Added penumbra shadows for sun/moon light (broke cascade blending)
Cherry picked grass changes
Added penumbra shadows for spot and point lights (toggle incoming)
Re-enabled shadow intensity with new custom, alu only dither
Changed material propery order and control for foliage shadow intensity
adjusting spine blending values to look more natural when running
Entity parenting overhaul (this most likely breaks everything)
Disabled foliage intensity until we have proper filtering for spot and cube shadows
Cherry picked overgrowth material tweaks
Fixed some problems when repeatedly connecting to the same server in one session
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Cherry picked foundation shadow mesh fix