31,219 Commits over 3,928 Days - 0.33cph!
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Added refresh_stability debug console command
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added tint to water caustics
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
Fixed AMD R9 water darkening half screen in DX9
Fixed not gathering river colliders
Merged water visibility triggers
tweaked iron sights on a bunch of weapons
Optimized terrain carving triggers (better projectile and player culling performance)
Added log when server is fully started
Sticky gizmos for deferred decals
Coarse slope blur all channels for now
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Workaround for ssao/blur shader opengl compilation error
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Fix for near/viewmodel ssao color bleeding
Fixed water system perf on riverless maps
Foliage displacement code cleanup
Minor foliage displacement optimizations
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Quick optimization for OBB.Contains
SSAO texture format error to warning
Fixed server ssao texture format error; now detecting null device
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Added foliage displacement trails to players
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Building privilege is also checked at the construction placement position, not just at the player position
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
profile samples for GamePhysics
rolled back to 5.4.0p1
Fixed foliage displace shader d3d11_9x compilation error
Holding a hammer also enables the building blocked message
Building blocked message is only shown when in building mode
Attempt to fix gbuffer channel interference in decal shader
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Optimized coarse height and slope map generation in standalone builds
Made terrain height and normal textures readable at runtime (required for coarse map generation)