127,697 Commits over 4,109 Days - 1.29cph!
Removed some debug logging again
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Iceberg UV mapping progress
reduced size of scatter textures
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Removed unused "eac" convar
Added morph cache blend shape control interface
Improved morph cache debug control via inspector
Moved morph cache to own folder
vm mp5 - fixed skinning issues
vm supply signal - fixed sounds not playing
fix for NRE spam in perf.playermodel
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Fixed shadow cascades option ignored sometimes after changing quality mode
Fixed AiManager and DynamicNavMesh serialization fuckups
fixed IK foot looking weird when player is crouched against high ledges.
skin approval
bbq has less protection
Fixed vm bias hack scale to consider actual feet position + no layer condition
Rolled back SSAO near view settings; again
EAC SDK update (outdated Linux 64bit)
Added tool to find textures w/ high-quality compression enabled
Added texture GetSizeInBytes support for BC7
Added biome tinting to deferred decal shader
Enabled biome tinting to all sand decal materials like footsteps or bullet impact
EAC SDK update (Linux fix)
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Store encryption level on connection (can change server.encryption for future connections while server is running)
Changed server.encryption to integer (various encryption levels)
Added craptography to runtime builds (shitty encryption for testing stuff)
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
Better animal rotation when fleeing.
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
Fixed deferred mesh decal perf in editor
garage door prefab and item definition
LODs, Gibs, Textures
added lock socket, skinnable asset
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Merge from weekend_branch_5
Slightly improved invalid destination detection for AI.
Another AI improvement to invalid destinations.
Hopeful fix for negative scale warning spam when navgrid is enabled