111,294 Commits over 3,928 Days - 1.18cph!
Eliminated GC from TOD image effects
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[D11] Fixed missing D11_CONSOLE_PORT defines
[D11] UI Controller support and additional support files
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
eliminated GC allocs from nametags
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
Cherry picking all skin & bundle changes
Fixed skins still downloading even if shipped with the game (regression from 28022)
Added culling.debug filtering by camera culling mask and debug layer filter
Fixed imposter billboard orientation in shadow pass
Updated all Hapis old caves, tunnels and sewers to use culling volumes
Cargo ship hull progress backup
crew building exterior progress backup
Added an additonal LOD level to wooden cabins
Removed gaps between planks on LOD2
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Added static lanterns next to shopkeepers
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Rebundling textures so future additions only require 1-2 bundles to be changed
crew building exterior progress backup
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Disabled mv on clothes lowest lods
Subtract
28014, not necessary in this case
Disabled mv on skin and hair lowest lods
Patched obj mv fix to ignore non-object gen
Disabled mv+shadows on weapon worldmodels lowest lod
Disabled motion vectors and shadow casting on weapon entities lowest lod
Enabled shadow casting on LOD2 for wooden cabins only
Added batching to wooden cabins
Disabled shadows on LOD1 and LOD2 on several objects in the bandit town
Disabled particle fog