33,807 Commits over 4,171 Days - 0.34cph!
Added client file cache corruption detection (+ automatic resolution)
Fixed animals getting stuck in water / along the shoreline.
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Patched postprocess stack v2 to work with -warnaserr
Disabled postprocess stack v2 player define setter...
Added "storage" protocol version
Disabled client file cache (test)
Fixed pps2 copystd shader guid
Added essential pps2 taa shaders to graphics always include list
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
Merge from reflection-probe-ex
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
chainsaw chain direction fixed
ch47 global network broadcast
Added TOD cloud bilboard far shader replacement for single pass probex
Added water specific reflection probex w/ 1s update interval
Cleaned up probex shaders
Improved water shader to use PBS brdf on surface => albedo rgb+alpha, spec and smoothness now work properly
Improved reflection shader to use new probe instead of alu; relies on smoothness from ocean material
Updated ocean, lake and river materials for new PBS brdf and water surface transparency
Probex broken on standalone build; temp reverting to alu refl
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Fixed probex on standalone build
Restored water probex reflections
Fixed probex errors when switching server
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed BoneFollower (improved performance, better foundation for future features)
tweaked chainsaw position when attacking
Fixed rand/biome tinting on core/foliage billboard to match main shader
Added WindZoneEx and manager components to feed wind animation (up to 4 dir or sph zones atm)
Updated wind.prefab with new components; tweaked default WindZone to match previous anim
Touched relevant shaders
Nuked GlobalWind component
Increased max windx zones to 8; max range to 1000m
Touched relevant shaders
Reset windx zone manager on join server
Updated wind.prefab
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Added high precision toggle to probex
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Minor spawn fixes on Savas
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
updated chinook client collider
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
ch47 protection added
removed debug.logs
Fixed shadow-related core/skin shader errors