127,191 Commits over 4,109 Days - 1.29cph!
Quick grouped mesh culling script for Vince
Made height offset of hand placed road segments in dungeons adjustable
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1
Padding and fade of hand placed road segments are adjustable
Road mesh offset scales with road terrain adjustment offset
PerformanceReport format fixes
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
missing meta
more culling optim for dungeons
path depth adjustments - several dungeons
moving a few blockers
Better fly swarm motion/texture
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
military tunnel 1 progress backup
satellite dish dungeon rework - backup
Support for all mapping tools in prefab scenes
Removed some old placeholder radtowns
Airfield compound wall rotation fixes
Rock material terrain blend tweaks
Monument alpha mapping support (via terrain tools)
Sat dish scene backup
closed holes on sat dish models for the new use of sat dish pieces
Monument splat mapping support (via terrain tools)
set of industrial light fixtures - greybox and prefabs
Fixed massive performance hit in water quality modes 1 and 2
Fixed 40 byte per-frame leak on riverless maps
Coastline 2.0
More interesting main island shapes
Slight altitude bias towards the world center
Chance for isolated islands off coast
Better mountain and hill blending
removed footstep sounds when player turns in place (it was freaking people out)
Monument topology mapping support (via terrain tools)
Shitty temp splat maps for all the new monuments
Fixed dx9 compilation error in DepthOfFieldScatter shader
Fixed dx9 water issues