32,032 Commits over 4,018 Days - 0.33cph!
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Merge from dangerous_optimizations
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Skip adding the CL entity name prefix if the game object name already contains it
Added foliage displacement debug (via terraintexturing)
Fixed unlit campfires hurting players after server restart
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed viewport resize breaking water when reflections are enabled
Stone gate gibs are no longer the incorrect wood gate ones
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
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