32,162 Commits over 4,018 Days - 0.33cph!
Beautified skinnable loading API
EAC update (fix for "EAC Disconnected")
Subtracted packed batches to repack later with improvements
Jenkinsfile with MakeNetworkShare
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Third batch of packed materials (50)
Second batch of packed matetials (50)
Fixed standard packed shader particle accum albedo
Fixed packed map assignment not working sometimes
Added deleting packed maps on unpack
Added material packing auto rollback to unpacked when failed
Fixed packing not supporting 8bit textures
Tidy up code a bit
Skip packed materials during analysis
Fixed error when packing default standard shaders
Fixed error when packing materials with default metallic texture or RGB-only
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
fixed NRE when uploading icons
more approval junk
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Subtracting new ore nodes
Network++
Finished automated packed map generation when sources are modified
Merge from ore_nodes
Network++
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Make sure load in background is enabled for all NPC sounds
Added terrain shader support to texel density visualization
Water no longer spawns a world model when dropped out of its item container
Fixed shader compile error
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
Added reference/helper overlay for texture density visualization
Music sync tweaks
Sound level tweaks
Added texture density visualizer (graphics.showtexeldensity)
fixed bradley falling through the world when flipping over
bradley diverts traction to wheels that are touching rather than a uniform motor torque for all (climb obstacles easier)
merge from main/music-v2-merge
Lowered q=0 textures to quarter res and q=1 to half res