32,166 Commits over 4,018 Days - 0.33cph!
More item description updates and fixes
Subtracting EAC API updates (let's try again next week)
Only set isGameInitRun when it actually succeeded
EAC profiling + hopefully GC fix
More item description updates and fixes
EAC networking fix
Network++
Updated Facepunch.Raknet plugin
EAC API updates (attempt 2)
Nuked terrain.atlasmipfix
Fixed coverage queries frame depth mismatch
ore node hotspots now use coverage queries
Fixed filter mode in packed texture
Fixed coverage query registration handling
Added auto material repacking when source textures change size
Updated packed mats, maps and db
Added coverage queries (CQ) explicit origin occluded binary state result
Added CQ custom origin visibility result
Added CQ smoothness speed factor input
fixed a bunch of bugs with rounding errors in resource dispenser
crappier tools now yield less total ore when playing the minigame (as intended)
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Subtracting EAC API update
EAC API update (client side)
Network++
Eliminated GC allocs from RagdollInteritable.Inherit
Eliminated GC allocs from Ragdoll.RagdollSetup
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Enabled prefab pooling on rotting flies effect
Eliminated GC allocs from Projectile.DoMovement
Fixed IOOR exception in ScanForPositions.
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures
Fixed building atlas lod material
Added DDSUtil for texture data export to dds
Added direct to dds output on texture packer
Repacked building atlas material
Bundling preprocessing fix
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
Reduced GC caused by quickcraft (progress but still sucks)
Optimized SkinSet (player gender / race setup)
Added sampled coverage queries
Removed a culling debug param
Re-enabled shore wetness on terrain shader
Forced occlusion culling to always use pixel shader fallback