108,594 Commits over 3,867 Days - 1.17cph!
Custom speedtree shader for for 5.1
tweaked the deer running animation
Made snow rock a bit more acceptable. Tree texture size optimizations.
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Reduced LOD grid cell size for more accuracy
Keypad light & campfire HDR.
Fixed snow UVMIX repetition.
Minor radtown prefab tweaks.
Attempt to fix missing low-quality rock shader variants
status command can be used by clients
RedrawInputLine exception
ItemModCookable exception
BaseMelee.AttackEntityHit exception
RConListener start exception
Fixed refractive fire particles doing a grab pass for every individual instance
added some jump animations for when the player is strafing left/right and does a jump
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
phrases + fix 556 ammo name
fixed the ak47 not using the right holdtype.
Linked Hapis Island camera to the prefab
Switched to SMAA
Tweaked generic rock materials
Tweaked biome rock material blending
some texture res changes
water drums model/lods/texture
quarry models/lods/collisions
bunch of small generic textures
+ prefab for the mining quarry
Trying to escape shader compile hell
Asset bundle/Shader load order
Crystals use LOD2 instead of LOD0 for cols.
Fix disappearing horse footstep sound def references
Added profiler sample to inner LOD grid loop
Optimized procedural material setup
Added edit mode support to material setup
Converted procedural rocks on Hapis Island to the LOD grid
Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
New error report url
Icons
Use windows bundles on osx/linux test
Fixed stone barricade cost
Fixing cursor not working on startup