branchrust_reboot/prereleasecancel
679 Commits over 304 Days - 0.09cph!
Fixed server compilation
Made thirdparty occlusion culling portable again
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Fixed handling bug when dynamic occludees are destroyed
Fixed placed entity spawn pos/rot being reset
Fixed shader compile error in edge detect shader (vulkan)
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
Fixed white background on player preview
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
Optimistically re-saving every prefab with a particlesystem
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Added hiz based player culling (only terrain atm); kept ray-based culling as fallback when hiz disabled
Run preprocess on "map entities"
Fixed no player corpse
Fixed water refraction on dx11
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/gl
Added deferred mesh decal mrt blending fallback for d3d9 and legacy gl
Script compilation warnings
ST shader compilation fix
More variant reductions without losing shader features or instancing
Grass shader parity with main; now deferred only
Removed a few more keywords that will never be used
Removed overkill transparent shadow spec-based alpha mod from 5.6b3
More main branch shader parity
Shader keyword cleanup & opt + adding back features
Shader parity with main branch + more 5.6b3 updates
Deprecated parallax mapping on std shaders until further notice (terrain only for now) + updated mats