129,160 Commits over 4,140 Days - 1.30cph!
rug world model physics adjustments
Added hiz culling to npcs
Mesh batching includes vertex color data
Overgrowth material uses foliage shader
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
CraggyIsland foliage test
Added occluders to high external walls
Added occluder material to batch-unite all occluders
Updated high external wall occluder meshes
Fixed collider lookup table on batched colliders
fixes to some world models
tweaked the glass impact effects (some shards stay on ground)
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added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
Cherry picked batching optimizations from foliage_system branch
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Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
Fixed bear double spawnable
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
Fixed collider batching issue
Ai stop sleeping when being attacked
Fixed some merge fixes (cs19123); fixed shader level not working
Fixed some cginc and shader outdated from main; touched rust/std
Ai: don't try to eat alive stuff
Ai: fixed not fleeing
Fixed issues with batched LODs getting randomly stuck
CodeGen (client compile fix)
correct settings for world model fbxs
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
Pipe variants, prefabs, LOD/COL