127,270 Commits over 4,109 Days - 1.29cph!
Fixed water system perf on riverless maps
Lighthouse, broken up railing on the top floor.
Fix for near/viewmodel ssao color bleeding
Merge from dungeone, broken up lighthouse railing
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Workaround for ssao/blur shader opengl compilation error
more ivy models
building allowed guide models and prefabs
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Coarse slope blur all channels for now
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Convex hulls models for prevent building volumes
Setup & prefab update
painstakingly moving decals into my prefabs without gizmos :'((((
Sticky gizmos for deferred decals
Added log when server is fully started
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Fixed lighthouse vertical spawn position.
Fixed lighthouse vertical position
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
Optimized terrain carving triggers (better projectile and player culling performance)
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
Merge from water-vis-trigger
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
everything unlocked
added door/barricade system
Fixed not gathering river colliders
Cherry picked water collider gathering fix
Fixed AMD R9 water darkening half screen in DX9