127,309 Commits over 4,109 Days - 1.29cph!
Optimistically re-saving every prefab with a particlesystem
damage balance for python
limit clones per cutting to 5
phrases
Subtracting
18437 (cc alexrehberg)
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
Moved all script assets out of the "Content" folder (presumably irrelevant)
Removed PDF from "Content" folder (don't think this is used)
Fixed missing scripts in neutral_dungeon_lighting prefab
Added Tools/Find/Missing Scripts
Fix NRE in
18437 and reapply
Fixed white background on player preview
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
Replaced Facepunch.Tick (appears to be fucked)
Fixed shader compile error in edge detect shader (vulkan)
vegetation models WIP
roads and railroad overgrowth dressing
Fixed placed entity spawn pos/rot being reset
concrete slabs and sewers overgrowth dressing
Scene for prefabs management
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
fixed holosight reddot alignment
Fixed handling bug when dynamic occludees are destroyed
some more prep work (overgrowth dressing scene)
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Fixed server compilation
Made thirdparty occlusion culling portable again
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Unity 5.4.2f2 (downgrade)
merge from art_overgrowth
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build