111,288 Commits over 3,928 Days - 1.18cph!
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
Broken electric pole variant
Hapis compound monument prep
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Possible fix for cave spikes pit resetting last wipe
WTP terrain blend texture fix
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
Fixed UV direction being wrong on all watch towers
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
New electric poles / removed old meshes
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Update prefab ID in DoPrepare instead of OnValidate
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tunnel B scientists patrols
A and B lookat's
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progress backup / tunnel A scientists patrols
compound tunnel B improvements
light overgrowth pass
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compound tunnel B progress backup
fixed checkpoint model LOD1 floating decal
compound tunnel A improvements
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compound tunnel A
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Fixed deprecated api causing errors on il2cpp
Another Compound out of bounds fix
Fixed lerp client time offset corruption when server timestamp goes out of sync (from low level CPU stalls that can occur on some managed hosts)
Fixed compound workbench not saving on server restart
another pass on out of bound abuse at compound
Add safezone check to patrol heli.
Small hostility check optimization for Scientists.
NPC turrets no longer target animals (just annoying).
NPC turrets no longer allow any other type of NPC close to the Compound, other than Scientists.
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More 2018.1 shader updates; fixes shadow related shaders errors when using torch
Touched relevant shaders
Fixed potential NRE in color grading effect editor
Updated shaders to 2018.1
Fixed compile errors on some old SF shaders
Fixed shaders fetching DXT5nm packed w/ other data
Merged in IHV srgb import fixes
Fixed/updated motion vectors
Rebaked terrain atlas