112,490 Commits over 3,928 Days - 1.19cph!
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Fixed Rustige Egg not taking splash damage
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[D11] Win64 client workaround/fix/hack
[D11][UI] Animation for splitting stacks
Packet handling profiling
[D11] [UI] Fixed controls screen secondary actions being hard to see from a distance.
[D11] [Audio] Checking in WIP... Can now retrieve status of capture/rendering from the native xbox dll... currently the states do not match what is happening with pulling/inserting a headset so need to fix this up and also make this auto initialize from startup as well as re-initialize on pull/insert etc
[D11[ [UI] missing texture for splitting arrows
[D11][#2228] fixed issue with disappearing attachments
[D11] [UI] Fixed protections layout issue causing overlapping text.
[D11] [UI] Fixed compass grey box on compass.
[D11] Win64 client hack/fix/workaround
[D11] DTLS networking API native connections UUID implemented for CPU optimisations. Fix for erroneous socket error reports on Windows platforms.
[D11] [UI] Fixed LUT colour issues with Lighting.
More interior/exterior fuckery.
[D11] - Cosmetic tweaks to HUD
[D11] [Audio] Checking in WIP ... Loopback is working.
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
[D11] [Audio] Checking in WIP
[D11] [UI] Fixed forced disconnection popup translation.
Delete HDAdditionalLightData, AddiitonalShadowData before Light
[D11] Win64 client asset bundle fix
Reimport all shaders on build (hack/test)
[D11] [UI] Fixed missing tags on certain items.
[D11][#318] Fix for door placement issue
Stop NANs
Fix foliage shader double sided normals
Removed default alt inputs causing phantom UI inputs
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
[D11] Fixed Lighting issues on Win64 builds at Dawn and Dusk. Added new option in debug menu to change server time to specific hours of the day rather than always to 8am.
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
Added skin memory usage to print_loaded_skins
[D11] Debug jenkins win64 client build
[D11][#279] Fixed issue with quarry where mining belt would always be spining
Support forward and deferred
More render.* convars
Fixed foliage billboard shader
[D11][OFFSCREENPARTICLES] Broke the loddng, i'll fix it in a bit
Diffusion profile for leafy greens.
Coconut/corn/pumpkin conversions & file cleanup/naming/folder consistency.
Scene backup.
Tree SSS diffusion profile & pine mat conversion test.
More daylight fuckery.
Assetgallery backup.