119,045 Commits over 4,018 Days - 1.23cph!
Fixed terrain anchors being ignored on clutter
ProcessGPUDeviceRequests on MainCamera called only when necessary
Fixed import settings refresh on freshly generated packed textures
Added toksvig roughness AA to texture packing phase
Added higher quality compression mode to dds util
Extended imageutil loading options and cleaned up code
Added additional snow mound LODs to prefabs
More item description updates and fixes
Subtracting EAC API updates (let's try again next week)
Only set isGameInitRun when it actually succeeded
Additional snow mound LODs
Density / distance tweaks
Supermarket texturing progress
Spawn snow mounds and snowballs as clutter (might need some more tweaks)
EAC profiling + hopefully GC fix
Snow mounds / Fixed pivot points
Deleted old terrain atlases (PNG)
Updated terrain texture atlas
More item description updates and fixes
Blank hair prefabs (so we're not overwriting existing ones)
Made supermarket shelves slimmer
EAC networking fix
Network++
Updated Facepunch.Raknet plugin
Ensure BasePlayer IsRunning and IAIAgent IsRunning doesn't conflict (renamed to IsNavRunning).
Work towards optimizing cover point management. Still causing some big spikes now and then.
EAC API updates (attempt 2)
Nuked terrain.atlasmipfix
Fixed coverage queries frame depth mismatch
Female head seam geo/skinning & female light skin sets
Updated female textures & playermodel
Supermarket counters and cash register
More work on navmesh grid.
ore node hotspots now use coverage queries
Fixed filter mode in packed texture
Fixed coverage query registration handling
Added auto material repacking when source textures change size
Updated packed mats, maps and db
Gas canister props models/LODs/COLs/Prefabs
Added coverage queries (CQ) explicit origin occluded binary state result
Added CQ custom origin visibility result
Added CQ smoothness speed factor input
Made supermarket greybox bigger.
Basic scene setup and dressing