130,546 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                profile samples for GamePhysics
rolled back to 5.4.0p1
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building privilege is also checked at the construction placement position, not just at the player position
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added foliage displacement trails to players
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed profiler sample mismatch introduced with 
16568 (spamming when looking at terrain)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed server ssao texture format error; now detecting null device
 
                
                
                
                
                
             
         
        
            
            
            
                
                SSAO texture format error to warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed lighthouse issues and changed lighthouse spawning settings on proc map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Quick optimization for OBB.Contains
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Foliage displacement code cleanup
Minor foliage displacement optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed water system perf on riverless maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lighthouse, broken up railing on the top floor.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix for near/viewmodel ssao color bleeding
 
                
                
                
                
                
             
         
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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