111,295 Commits over 3,928 Days - 1.18cph!
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
Fixed missing scripts in some prefabs
Script compilation warnings
ST shader compilation fix
More variant reductions without losing shader features or instancing
Grass shader parity with main; now deferred only
Electrical boxes/LOD/COL/Prefabs
Removed a few more keywords that will never be used
Removed overkill transparent shadow spec-based alpha mod from 5.6b3
Merged updated player animation rig
More main branch shader parity
sleeping/wounded, cleanup,
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
Server side player rigidbody fix
Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
bota, grenade, bandage, bow, construction, pistol
Time world load and world spawn independently
spear, torch, melee, rifle
Fixed aiming signal insanity
Semi-auto rifle optimisation
Flamethrower optimisation
Added terrain data serialization
Added compression
Added caching
reduced shader variants (build times)