33,188 Commits over 4,109 Days - 0.34cph!
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Fixed probex on standalone build
Restored water probex reflections
Fixed probex errors when switching server
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed BoneFollower (improved performance, better foundation for future features)
tweaked chainsaw position when attacking
Fixed rand/biome tinting on core/foliage billboard to match main shader
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Added high precision toggle to probex
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Minor spawn fixes on Savas
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
updated chinook client collider
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
ch47 protection added
removed debug.logs
Fixed shadow-related core/skin shader errors
Savas Koth startup NRE fix
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Updated Savas Koth spawn locations
Fixed regression that sometimes made explosives invisible when attached to doors
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
hollowed out the chinook's collision mesh ( server )
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower
Added Sedan and CH47 spawns to Savas Koth
Fixed some items never spawning in Savas Koth loot tables
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Fixed DepthMask server compile error
Fixed potential edit-mode NRE in WindZoneEx
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed all fx prefabs with invalid sorting fudge values
Toned downn chromatic dispersion values in water materials