127,288 Commits over 4,109 Days - 1.29cph!
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
Merge from water-vis-trigger
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
everything unlocked
added door/barricade system
Fixed not gathering river colliders
Cherry picked water collider gathering fix
Fixed AMD R9 water darkening half screen in DX9
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
Added tint to water caustics
Dungeon spawners updated to the new barricade system
door barricades are now two sided
larger barricades prefabs / military tunnels update
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
Added water visibility volumes to natural cave blocks
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added refresh_stability debug console command
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
door_barricades gibs double sided
Stone gate gibs are no longer the incorrect wood gate ones
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Fixed viewport resize breaking water when reflections are enabled
made a slight tweak to the semi-auto rifle's iron sight alignment
updated spawnpoint gizmos to accurately display prefab that will be spawned