123,959 Commits over 4,171 Days - 1.24cph!
Merged male/female tshirt
Fixed broken alpha test on terrain affecting caves
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
Fixed floor grill thinking it was a door
updated phrases
optimized bear model LODs
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
More standard shader compilation polish
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
Fixed entity vis query ignoring entities with triggers as colliders
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Tweaked SMAA for quality; now works on grass and others
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
Missed heli glass material
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
flamethrower viewmodel prefabs / sounds / special fx
Ported over fix for AO overdarkening screen top
reduced the amount of wrist deformation when the flamethrower reloads
Added background texture for blog render videos
reactive target fbx, lods and materials
Matched old playermodel prefab settings. Fixed some negatively scaled bones.