112,056 Commits over 3,928 Days - 1.19cph!
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs
client compile fix (sorry!)
water extinguishes fireballs
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Removed EntityComponent.Awake since it's redundant
Removed BaseEntity.Is<T> (server ai gc)
Sentry detailed greybox models
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
All prefabs start disabled
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
Load ambient sounds in background (fixes 20ms+ spikes)
All projection distance on decals changed to .1
Added Metalore and stone decals.
Tool cupboard model, textures, lods and gibs
Merged Diogo's awesome water in
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Fixed comfort/radiation/heat triggers not working
Enitty save pooling tweaks
Don't add road and river mesh filters and renderers on the server
BuildInformation generator
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Decay is entity component (fixes decay reset)
Fixed devbranch branding not showing
Fixed pool sometimes not setting object to null on free
Re-enabled EAC logging, disable automatically on exception
renamed to grass.displace
Added graphics.grassdisplace (to enable/disable grass displacement)
Clear server log files on startup