33,237 Commits over 4,109 Days - 0.34cph!
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
searchlight no longer accessable without TC access
bandages and syringes now show their information panel
spelling fixes
repairing now costs 20% of an items total instead of 50%
repair bench no longer costs wood, 125 metal frags
mountable cleanup
passenger/saddle seat TESTS, relax
Fix for UnityShadowLibrary.cginc; touched internal-deferredshading shader
Changed remaining core shaders to roughness
Core/generic now matches core/generic (SRM)
Added occlusion (A) to SRM packed map, optional
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Added face culling option to core/generic
Fixed 275 compiler warnings
Bundle splits (added a third texture bundle)
Updated bundle split tool
Treat warnings as errors - let's see how this goes
Fixed vm torch not hitting centre of screen, tweaks to anims
Improved load balanced execution of AI.
Added a couple new convars to control the ai execution.
Fixed a few more warnings
Unpacked all materials (for now)
Merge from unity_2017.1.3
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Potential fix for "_MainTex" UI error when opening map
Fixed OnViewModeChanged NRE
Enabled player death database again
Potential fix for another "_MainTex" UI error
Chainsaw for goosey/ prefab/fbx/ textures/materials
optimized the footIK (it ignores the "debris" layer)
Fixed core/foliage edge mask default values causing clipping errors
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
Fixed client entity building ID not resetting when pooled
Potential fix for another "_MainTex" UI error
Bed can be repaired
Bed can be picked up with hammer + building priv
Misc convar description spelling
Misc options menu spelling
Adjusted reflection quality 1
World reflection quality defaults to 2
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Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Removed redundant Hapis APC path files
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
Added workshop skin download timeout / skip
Added itemskintimeout convar