193,571 Commits over 4,079 Days - 1.98cph!
cutting in much better slope system
Beancan grenade optimisation
Junkpiles overgrowth details
Added server convar to pause time while loading (defaults to false)
Nomenclature changes to grass shader
Added foliage shader
Fixed potential NRE in playerModel applyVisibility + compilation warning
apparently I didn't commit the mixer.
Shader parity with prerelease + deferred mesh decal instancing
Fixed shaders after merge + parity with main
Salvaged cleaver optimisation
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
Saving default time scale of 1.0 (rather than 1.0028036)
Moved beartrap displacement go to invisible layer
Deleted unused building stat definitions
Fixed names not showing correctly in the data browser when the game is playing
Pause ServerMgr.Update until the connection is open
Added more occlusion meshes
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
cooldown is now hidden when attack-hovering a unit
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
Fixed some nulled unlocks in Building skill def
Attachments cleanup, various editor fixes
Item view attachment offsets can be adjusted at runtime by selecting the view in the scene view
Cleaning console command running paths
changed default formation
stabilisetorso srcipt to carry both hands anim to stop it from rotating like a crazy