115,248 Commits over 3,959 Days - 1.21cph!
vertex lighting on eyebrows, re-exported, set eyebrow material colours to be more natural, tweaked ginger short material
Rubble pile material fixes
Shipping container material fixes
Halved hdr-mode bandwidth; convolution ~33% faster
Added render probe time slicing and refresh mode
Added shader code support for texture mip bias (std)
Added render probe scripting call api
updated eyebrow prefabs for male and female and rebuilt morphs, thinned out facial hair cap style 1 and hairstyle 1 haircap mask alphas,
made the chainsaw use a scrolling texture instead of animating mesh when attacking
spas 12 balance
incendiary shotgun shells
fixed spas 12 worldmodel
fixed some clipping issues with spas12 worldmodel
fixed some bugs with spas12 3rd person animations
Fixed missing albedo map in brick_piles mat
precision tweaks to blend maps of Airfield/MT/Sewer branch
added admire anims for chainsaw
Improved cliff analysis after monument terrain adjustment
eyebrow mesh and material changes, fixed uv issues on playermodel
Environment volume ambient multiplier tweak for less jarring transition
Reduced forest size in areas for performance reasons (Hapis)
Fixed S11 Cave having no build block volumes (Hapis)
Potential fix for some painted sign textures disappearing on server restart
Merged from ai behaviour 11 branch
Yet another merge from main
Fixed switch compilation issue
reflection.quality defaults to 1 (until reflection probe ex)
Xmas tree no longer craftable and default BP
Fixed 6th belt bar having inconsistent font size
Facepunch.Steamworks rollback to release branch
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Optimized behaviour state ticking in NPCs and animals.
minor Hapis fixes and tweaks (Bigger update next month)
Reduce chance of raycasts going through the ground by offsetting foot ray origin.