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106,450 Commits over 3,836 Days - 1.16cph!

8 Years Ago
Fixed viewport resize breaking water when reflections are enabled
8 Years Ago
fixed prefabID's on large barricades fixed SingleSpawn not displaying the correct scale of spawn target prefab fixed Barricades always spawning on server startup
8 Years Ago
Network++
8 Years Ago
Stone gate gibs are no longer the incorrect wood gate ones
8 Years Ago
door_barricades gibs double sided
8 Years Ago
Optimized BaseEntityChild.Setup
8 Years Ago
Updated BuildingTest.sav (now also contains building stability)
8 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
8 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
8 Years Ago
Added zombies
8 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
8 Years Ago
Added refresh_stability debug console command
8 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
8 Years Ago
Added water visibility volumes to natural cave blocks
8 Years Ago
backup cave dressing
8 Years Ago
cherry picking 16646
8 Years Ago
Scene2Prefab dungeons
8 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
8 Years Ago
merge from main
8 Years Ago
larger barricades prefabs / military tunnels update
8 Years Ago
position tweaks
8 Years Ago
door barricades are now two sided
8 Years Ago
Dungeon spawners updated to the new barricade system
8 Years Ago
Added tint to water caustics
8 Years Ago
▆▊▊█ -_-
8 Years Ago
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8 Years Ago
Wetter shore wetness
8 Years Ago
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map Added keywordutil
8 Years Ago
compile fix
8 Years Ago
Fixed AMD R9 water darkening half screen in DX9
8 Years Ago
Cherry picked water collider gathering fix
8 Years Ago
Fixed not gathering river colliders
8 Years Ago
merge from main
8 Years Ago
everything unlocked added door/barricade system
8 Years Ago
Merged water visibility triggers
8 Years Ago
tweaked iron sights on a bunch of weapons
8 Years Ago
Merge from water-vis-trigger
8 Years Ago
Comment cleanup
8 Years Ago
Refactor waterEx to better accomodate vis trigger changes Updated water prefab Updated hapis waterEx config
8 Years Ago
missing files
8 Years Ago
progress cave_small_easy
8 Years Ago
Merge from main
8 Years Ago
Fixed server compile
8 Years Ago
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
8 Years Ago
Added horse riding
8 Years Ago
progress backup
8 Years Ago
Mergy Mergy
8 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
8 Years Ago
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader Added dynamic visibility mask to water system Added water visiblity trigger; modified WaterLevel to allow collision toggle Added default lake material Updated water prefab: moved water comp to root, other changes/cleanups
8 Years Ago
Fixed lighthouse vertical position