111,701 Commits over 3,928 Days - 1.18cph!
Fixed viewport resize breaking water when reflections are enabled
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Stone gate gibs are no longer the incorrect wood gate ones
door_barricades gibs double sided
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Added refresh_stability debug console command
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added water visibility volumes to natural cave blocks
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
larger barricades prefabs / military tunnels update
door barricades are now two sided
Dungeon spawners updated to the new barricade system
Added tint to water caustics
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
Fixed AMD R9 water darkening half screen in DX9
Cherry picked water collider gathering fix
Fixed not gathering river colliders
everything unlocked
added door/barricade system
Merged water visibility triggers
tweaked iron sights on a bunch of weapons
Merge from water-vis-trigger
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Optimized terrain carving triggers (better projectile and player culling performance)
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups