127,962 Commits over 4,109 Days - 1.30cph!
Removed some super old obsolete "WorldItem_" components (all unused)
Removed BuildPrivilegeTrigger from cupboard (no longer required)
Removed occluder meshes from building blocks (no longer required, cherry pick this)
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
PostProcessLayer fall back to normal render path when TAA is disabled
overlay mask for armor display
Fixed TAA-induced alpha ghosting in player preview
new armor info panel
bone armor protects legs as well
compile fix
color change for overlay again
TAA alpha stabilization (player_preview)
armor information displays in crafting window
clothing arrow protection unified with bullet protection
explosives information panel
tweaked a bunch of impact f/x
improved watersplash on rocks effect
Fix volume jump when a sound that's already fading out is told to fade out again
Add ability to define falloff/spread/spatial blend curves on a sound by sound basis
New tree sounds
added weapon modification information panel
fixed alpha blend issue with player preview when closing inventory menu
tree bonus marker hit sound tweaks
Netting has larger ladder volume to allow climbing over frames
radiation clothing information panel fix
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Player preview protection tooltips
Updated conditional model test of the bottom roof piece
Added cap base color override option to hair dye
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
Fixed crash on DrawMeshInstanced by using an empty material block
missing seed panel
fixed explosive information panel
player preview glow changes
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now)