33,104 Commits over 4,109 Days - 0.34cph!
Hopeful fix for negative scale warning spam when navgrid is enabled
Another AI improvement to invalid destinations.
Slightly improved invalid destination detection for AI.
Merge from weekend_branch_5
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Fixed deferred mesh decal perf in editor
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Better animal rotation when fleeing.
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
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EAC SDK update (Linux fix)
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
EAC SDK update (outdated Linux 64bit)
Rolled back SSAO near view settings; again
Fixed vm bias hack scale to consider actual feet position + no layer condition
skin approval
bbq has less protection
fixed IK foot looking weird when player is crouched against high ledges.
Fixed AiManager and DynamicNavMesh serialization fuckups
Fixed shadow cascades option ignored sometimes after changing quality mode
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fix for NRE spam in perf.playermodel
vm supply signal - fixed sounds not playing
vm mp5 - fixed skinning issues
Added morph cache blend shape control interface
Improved morph cache debug control via inspector
Moved morph cache to own folder
Removed unused "eac" convar
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reduced size of scatter textures
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Removed some debug logging again
increased strength of eyebrows on male light texture a little
updated player preview lighting
Some more AI safeguarding.
EAC startup / initialize fix for Windows
Animals react to gunshots.
Slightly better animal movement.
More on animal AI.
Bear rug, Rug and Table can no longer be picked up when building blocked
Bear rug, Rug and Table requires hammer to be picked up
bbq implementation
lr300 workshop prop render view
lr300 new icon
!updated flintlock reference in approved.cs