128,669 Commits over 4,140 Days - 1.29cph!
Another ArgumentOutOfRangeException
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Simplified a few more building occluders
Added more core occluders
Added building occluder set up scene
Raster tolerance tweaks on a few occluder meshes
Merged occluder optimizations
Group profiler by entity name in GroupDestroy
Profiler sample around Protobuf.Entity.Deserialize
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Load DebugSkin differently
Fixed player preview (deferred LDR alpha)
Rocket factory / offices exterior blockout
Muzzlebrake world model lod updates
Small scope world model lod updates
Silencer world model lod updates
fixed plants not growing
fixed plant color scale not being applied
Enabled occlusion culling on dx9 and glcore
Rocket factory interior / walkway greyboxes
fixed purple textures on stone hatchet projectile
simple scope balance + implementation
Added pooling support to loot containers and collectables
Wooden Armour uses correct icon
Fixed visibility check for local occludees per entity
Fixed extinguish sometimes being called twice on fire / water entities
Removed player model convars (exploitable)
TrackIR convars are no longer admin-only
▉▊▆▊▄▍▊█ ▌▌▇▄▌▉▌▉▌ ▌▌▌▊▋▅▌▍ ▇█ ▋▅▌▌▆▅▍.▊▇▊▌▅
searchlight
phrases
manifest
protocol++
Improved closest cascade resolution when using two cascades
Rocket factory interior progress
Disabled culling on glcore coz readback is stalling; needs proper async
backup/progress - ironing out materials for macrodetail
searchlight fixes/balance/visual improvements
lr300 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
rocket launcher viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )