125,327 Commits over 4,171 Days - 1.25cph!
Some tweaks to pigeon nest structure models/prefab
fixed sandbag barricade (prop version) never culling in dungeons
Ration floating box: fbx, lods, col, textures and materials
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Tweaked default values; fixed toggling
set up aim throwing for bone knife
updates to other throwables
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Fixed lso compute causing leaking during blur
Fixed potential client side NRE
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
decay.scale convar scales both decay delay and decay duration
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
Industrial doors texture set and materials colour variations
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Flooding protection tweaks
Increased maxflood convar default value
Updated amplify occlusion; faster/better bilateral blur
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Fixed incorrect collision meshes on twig roof sides
set up aim throwing for pickaxe
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
AH logs include frame number
Fixed flow control warnings in ocean and river shaders
Added warning to RandomizeStartPosition when called on a sound missing audioClip
Added back river flow; still needs work
slight tweaks to the rifle walk animation
Added repair functionality to furnaces, boxes, repair bench / research table and water catchers / purifier
Slower decay on furnaces and boxes (2 days delay + 4 days duration)
Changed default decay tick interval to 10 minutes
Fixed river flow transitions to ocean