123,855 Commits over 4,171 Days - 1.24cph!
Fix disappearing horse footstep sound def references
Crystals use LOD2 instead of LOD0 for cols.
Asset bundle/Shader load order
Trying to escape shader compile hell
some texture res changes
water drums model/lods/texture
quarry models/lods/collisions
bunch of small generic textures
+ prefab for the mining quarry
Tweaked generic rock materials
Tweaked biome rock material blending
Linked Hapis Island camera to the prefab
Switched to SMAA
fixed the ak47 not using the right holdtype.
phrases + fix 556 ammo name
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
added some jump animations for when the player is strafing left/right and does a jump
Fixed refractive fire particles doing a grab pass for every individual instance
RedrawInputLine exception
ItemModCookable exception
BaseMelee.AttackEntityHit exception
RConListener start exception
status command can be used by clients
Attempt to fix missing low-quality rock shader variants
Minor radtown prefab tweaks.
Fixed snow UVMIX repetition.
Keypad light & campfire HDR.
Reduced LOD grid cell size for more accuracy
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Made snow rock a bit more acceptable. Tree texture size optimizations.
tweaked the deer running animation
Custom speedtree shader for for 5.1
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
env.time without args will return the time
Setting increased Profiler.maxNumberOfSamplesPerFrame
Updating variants
Fixed warnings
Profiling loadtimes
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Adding quarry animations, updated the prefab