108,629 Commits over 3,867 Days - 1.17cph!
map fixes for mod support
bandana bullet protection halved
headdress melee protection reduced by 20%
fully body armor values are displayed properly
implemented primitive box model
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now)
missing seed panel
fixed explosive information panel
player preview glow changes
Fixed crash on DrawMeshInstanced by using an empty material block
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
Added cap base color override option to hair dye
Updated conditional model test of the bottom roof piece
Player preview protection tooltips
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
radiation clothing information panel fix
Netting has larger ladder volume to allow climbing over frames
tree bonus marker hit sound tweaks
added weapon modification information panel
fixed alpha blend issue with player preview when closing inventory menu
Fix volume jump when a sound that's already fading out is told to fade out again
Add ability to define falloff/spread/spatial blend curves on a sound by sound basis
New tree sounds
improved watersplash on rocks effect
tweaked a bunch of impact f/x
explosives information panel
clothing arrow protection unified with bullet protection
armor information displays in crafting window
TAA alpha stabilization (player_preview)
compile fix
color change for overlay again
new armor info panel
bone armor protects legs as well
Fixed TAA-induced alpha ghosting in player preview
overlay mask for armor display
PostProcessLayer fall back to normal render path when TAA is disabled
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Removed occluder meshes from building blocks (no longer required, cherry pick this)