31,200 Commits over 3,928 Days - 0.33cph!
Subtracting building_system_2.1
Merge from building_system_2.1
fixed bug with the rocket lanucher not displaying the proper rocket model when swapping ammo
fixed survey charges working underwater
fixed survey charges sometimes not working
Subtracting building_system_2
Merge from building_system_2
cannot place pumpjacks or quarries under water anymore
merge from building_atlases
fixed scope position on the ak47
merge from building_atlases
Deepness based refraction scaling; switched to perlin based high-freq refr; refr disabled in medium quality
maxthreads convar defaults to 8
ak47 ironsight target tweaks
fixed some issues with the attachments being offset on the m249
Fixed mismatch between volumes under water and refraction
Fixed specular below water; added underwater shader
Added chromatic dispersion to water refraction; ramped up distortion for low freq waves
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fixed most napalm extinguishing right after spawn from helicopter rockets
merge from building_atlases
Cherry picking Vince's door material fix
updated ak47 material values
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
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Added LODs to database
Added textures & materials
AK47 mesh update (now component meshes)
autoturrets won't aggro on eachother if shot by errant rounds
merge from building_atlases
Always clamp FOV to a valid range
merge from building_atlases
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Lowered barricades slightly to 1.25
Large wood storage box model and textures re-skin
Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)