130,609 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                reduced bloomage of vm screen
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                model and material tweaks, rug specmap
 
                
                
                
                
                
             
         
        
            
            
            
                
                NRE fix for vending machine admin
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed items being deleted when stacked ontop of eachother in vending machine/shopfront
 
                
                
                
                
                
             
         
        
            
            
            
                
                More glass impact decal variations, include larger webbing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increased size of sewing kit & some other component world models
 
                
                
                
                
                
             
         
        
            
            
            
                
                Misc shader fixes/cleanups
 
                
                
                
                
                
             
         
        
            
            
            
                
                rug world model physics adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added hiz culling to npcs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mesh batching includes vertex color data
 
                
                
                
                
                
             
         
        
            
            
            
                
                Overgrowth material uses foliage shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                CraggyIsland foliage test
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added occluders to high external walls
Added occluder material to batch-unite all occluders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated high external wall occluder meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed collider lookup table on batched colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixes to some world models
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked the glass impact effects (some shards stay on ground)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▍▍▆▆▇▍▇▋ ▄▋▌▋ ▄▋▊▉▊▄▍'▆ ▍▆▇█▍█ ▆▋▉▋▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cherry picked batching optimizations from foliage_system branch
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Fixed collider batching issue
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed issues with batched LODs getting randomly stuck
 
                
                
                
                
                
             
         
        
            
            
            
                
                CodeGen (client compile fix)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                correct settings for world model fbxs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Convars to toggle batching threading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed race condition in mesh batch threading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added convars to toggle "immediate invalidate" feature on batching systems
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
 
                
                
                
                
                
             
         
        
            
            
            
                
                shopfront can't be stacked on itself
turrets no longer consider dead players hostile after they respawn and run back
fixed being unable to rightclick-move objects into customer side of shop front
no longer show crosshair when aiming at a "Not Player Usable" collider of an entity