128,390 Commits over 4,109 Days - 1.30cph!
Fixed disappearing ragdoll/corpse bug
Added culling.debug convar to debug without gizmos
Added ddraw sphere optional param to skip color fade out
flame turret visibility exploit fix
flame turret no longer damages deployables
flame turret flames actually slows movement now
lantern/tunalight increased protection values ( used to be destroyed with one hit )
lantern/tuna/ceiling light health only displays when below 50%
compile fix
no fall damage when falling into water
Merged in hiz culling with corpse fix
Added Damian's optimized/shared occluder meshes to foundation, floor and wall
Optimized occluder mesh import settings; no normals, read-only
Building block highlight only meshes in same layer (e.g. construction)
Optimized remaining building core occluders
Added missing occluder models
Removed some occluders; kept basics: walls and fat foundations
moved the "reloadSounds" variable to attackEntity class, so non-projectile weapons can play 3rd person reload sounds (eg. flamethrower)
Fixed animator not initialized warning spam in editor
Moved road meshes to world layer
Fixed mismatching rock detail at lower lods
WTP overgrowth dressing backup
WTP overgrowth dressing backup
Sewage tanks creeping plants bespoke models
Improved quality of lowest lod terrain rendering at ~25% cost
WTP overgrowth dressing backup
Waterpipe shotgun optimisation
Individual grass blade clumps models for terrain grass
Cherry picking grass meshes
Cherry picking overgrowth material / textures
Disabled terrain base pyramid map baking
Updating to latest overgrowth material
Reduced hiz culling default update freq to match playercull (for now)
Restored more aggressive player model applyVis (w/ fix for parts)
Fixed hiz culling heap alloc
Fixed hiz redundant call
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound
Fixed terrain shader compilation when parallax keyword is enabled
granola bar eat sound added
paper cost reduced
Armored Single door now has a functioning hatch
vm basics
WTP overgrowth dressing end
Cleaning console command running paths
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
Added more occlusion meshes
Pause ServerMgr.Update until the connection is open
Moved beartrap displacement go to invisible layer
Saving default time scale of 1.0 (rather than 1.0028036)
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Salvaged cleaver optimisation
Fixed shaders after merge + parity with main
Shader parity with prerelease + deferred mesh decal instancing