127,157 Commits over 4,109 Days - 1.29cph!
Merge from dungeons_greybox_2
Terrain painting usability fixes
Underwater clutter placeholders
Underwater rock materials
Removed rock 12 from underwater spawn table
Fixed terrain edge transparency problem when sunshafts are enabled
removed some code that isn't required anymore (was for setting player acceleration in mecanim)
Saved one pass on water geometry after taking my head out of my ass
tweaked the gooseman flies looping effect.
I wandered lonely as a cloud WIP
military_tunnel_1 progress
loot crates placement and polish
Quick grouped mesh culling script for Vince
Made height offset of hand placed road segments in dungeons adjustable
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1
Padding and fade of hand placed road segments are adjustable
Road mesh offset scales with road terrain adjustment offset
PerformanceReport format fixes
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
missing meta
more culling optim for dungeons
path depth adjustments - several dungeons
moving a few blockers
Better fly swarm motion/texture
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
military tunnel 1 progress backup
satellite dish dungeon rework - backup
Support for all mapping tools in prefab scenes
Removed some old placeholder radtowns
Airfield compound wall rotation fixes
Rock material terrain blend tweaks