127,175 Commits over 4,109 Days - 1.29cph!
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compound tunnel B improvements
light overgrowth pass
scene2prefab
progress backup / tunnel A scientists patrols
tunnel B scientists patrols
A and B lookat's
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Update prefab ID in DoPrepare instead of OnValidate
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New electric poles / removed old meshes
Updated PCSS shadows to 2018.1
Fixed PCSS shadows for point lights + added blue noise
Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows
Fixed core/skin bug in normal blending
Touched relevant shaders
Fixed UV direction being wrong on all watch towers
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
WTP terrain blend texture fix
Possible fix for cave spikes pit resetting last wipe
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Hapis compound monument prep
Broken electric pole variant
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
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Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
replaced links to prefab in the scene
scene2prefab
Added powerlines to old monuments