127,190 Commits over 4,109 Days - 1.29cph!
Fixed foliage displace shader d3d11_9x compilation error
Merged foliage shader fix
profile samples for GamePhysics
rolled back to 5.4.0p1
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
Building privilege is also checked at the construction placement position, not just at the player position
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Added foliage displacement trails to players
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Fixed server ssao texture format error; now detecting null device
SSAO texture format error to warning
Fixed lighthouse issues and changed lighthouse spawning settings on proc map
Quick optimization for OBB.Contains
Merged lighthouse changes from dungeon. Fixed lighthouse spawning topology rules on proc map.
Added missing lighthouse files and incremented network++
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed water system perf on riverless maps
Lighthouse, broken up railing on the top floor.
Fix for near/viewmodel ssao color bleeding
Merge from dungeone, broken up lighthouse railing
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Workaround for ssao/blur shader opengl compilation error
more ivy models
building allowed guide models and prefabs
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
Coarse slope blur all channels for now
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Convex hulls models for prevent building volumes
Setup & prefab update
painstakingly moving decals into my prefabs without gizmos :'((((
Sticky gizmos for deferred decals
Added log when server is fully started
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Fixed lighthouse vertical spawn position.
Fixed lighthouse vertical position
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups