31,202 Commits over 3,928 Days - 0.33cph!
Added "ent who" admin command - for seeing who created the entity
Fixed separable blur shader error
Workshop download diagnosis code
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Added detail spec/gloss to skin shader; made SSS blur stronger
Removed hand popping into view on all hatchet vms
reactive target fbx, lods and materials
Added background texture for blog render videos
reduced the amount of wrist deformation when the flamethrower reloads
Ported over fix for AO overdarkening screen top
flamethrower viewmodel prefabs / sounds / special fx
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
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Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
Missed heli glass material
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Tweaked SMAA for quality; now works on grass and others
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
...but only on 64bit OSes
Enabled prefab pool by default
Fixed entity vis query ignoring entities with triggers as colliders
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
More standard shader compilation polish
Ignore "Coroutine continue failure" errors
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Removed shader warmup (linux crash bug)
Fixed low res terrain rocks
optimized bear model LODs
Fixed floor grill thinking it was a door
updated phrases
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
Fixed broken alpha test on terrain affecting caves
tuna wall light LODs, materials and textures.
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.