108,647 Commits over 3,867 Days - 1.17cph!
Fixed mismatch between volumes under water and refraction
Fixed specular below water; added underwater shader
Added chromatic dispersion to water refraction; ramped up distortion for low freq waves
SocketHandle for window bars, embrasures and shutters
Window bar sockets also work like doorway sockets rotation wise (since the armored window has two different looking sides)
Window shutter sockets work like doorway sockets (placement rotation)
▍▅▊▍▅ ▆▇█▅ ▄▉▇▄▌ ▋▌▍▊▌█ ▌▅▄▌ ▄▆▍ ▋▇▋▊
fixed most napalm extinguishing right after spawn from helicopter rockets
merge from building_atlases
Shutter, embrasure and window bar prefab updates for the new socket features
Door prefab updates for the new stability backend
Cherry picking Vince's door material fix
Missing folder f!'@#]p/?plastic
updated ak47 material values
Ramp construction socket (used for roof)
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
▇▋▊▅▉ ▌▊ ▍█▍ ▅▌▊▆ ▌▋▄▆▄▅▉ ▋▇▍▇ ▍▌▇ ▆▇▉▌▉▆▉ ▆▉▅▆█▄
m249 viewmodel + worldmodel + sounds/special fx
Added LODs to database
Added textures & materials
AK47 mesh update (now component meshes)
autoturrets won't aggro on eachother if shot by errant rounds
No more StabilityPinPoint
Building prefab updates to the new stability + construction socket backend
merge from building_atlases
TopTier part folder cleanup
Atlased toptier, combined previously separate meshes to reduce drawcalls
New batched meshes
Always clamp FOV to a valid range
merge from building_atlases
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
Twig part folder cleanup
Atlased Twig tier, combined previously separate meshes to reduce drawcalls
New batched meshes
More precise collisions
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed