127,264 Commits over 4,109 Days - 1.29cph!
Alright fuck you unity. Not including any 32 bit libraries, going to copy them over manually instead.
Subtracting from the subtractive satellite dish commit
Queue and spread conditional model updates
Removing broken things
Restoring compatibility with the current server version
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
Don't make all server builds development builds (!)
Progress when loading a save on server
Fixed players not being able to walk through doors
Fixed a bunch of substance textures that had reverted to legacy shaders
Added developer list (to allow things like joining servers without EAC, debugging)
clperf console command
loot crate optimization and fix.
Clearing m_PreloadedShaders because it crashes Unity on the build server
Completely disabling water reflection (big perf issues)
Undoing changeset that turned everything into empty files - gj @plasticscm
Re-applying changes - hopefully for real this time.
Added models, textures, and prefabs for human and chicken meat
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixing players not being able to walk through open doors
More server profiling
Changed how AI ticks to better ration timings
More bundle fucking about
Lighthouse checkin of the new rocks, I hope these are abit better =/
Sorry I forgot the prefab scenes.
More fucking about with prefabs, should be solid now...I hope.
Thompson shader should be the right one now.
Fixed client not being able to interact with doors
rabbit rigged and skin material set up.
Store the constructionCollision in the buildingblock prefab
Brought PVT back to Windows build only with tons of changes and performance improvements; disabled by default; needs cleanup after testing (wip)
Fixed shader specular issues across the board
Fixed server compile error in PVT commit
Fixed NRE in playerloot
Fixed build error spamming 10 times
Locks automatically lock after first key is created
CodeLock automatically locks after first code entered
Started working on animal search behaviour.
Merge from main
CodeLock now saves whitelist to disk
CodeLock now saves whitelist to disk
some b14 bullshit
Add audio randomizer and first pass at new rock sound
Fixed being able to walk through doors
Fixed codelock sending whitelist to players
Fixed compile errors
Made crafting times server lag independant
More profiling
Disregard empty chats
Tweaked tickrates
Fixed shiny dirt areas on terrain
Tweaked the smoothing groups of the rock bases.
Removed Debug.Logs from AudioRanomizer >:(
Fixed not being able to melee attack doors
Fixed EAC warning not showing
More crazy profiling
Fixed pvt far pages looking sharpened; filtering issues
Fixed pvt pre-pass first frame results
Fixed pvt pre-pass blocking render call; wasn't async enough
merge from main
testing trees, rocks, bushes on legacy
Missing Profiler.EndSample()s