111,844 Commits over 3,928 Days - 1.19cph!
flamethrower viewmodel prefabs / sounds / special fx
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
▄▋▍▍▋▋█ ▌▊▋▄▌▍▅▍ ▉▉▆▍█▌▄ ▄▅ ▋█▌▄▇▉▉
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
concrete slabs models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Missed heli glass material
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Tweaked SMAA for quality; now works on grass and others
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
...but only on 64bit OSes
Enabled prefab pool by default
Xp per minute setup mechanic
Fixed entity vis query ignoring entities with triggers as colliders
trainyard/canyon/watertreatmentplant/tunnels update/backup
ready to place prefabs
more folder refactoring
powerplant update/backup
ready to place prefabs
folders refactoring
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
Sorting out instances for walls/rubble piles in powerplant
Fences and Walls models, LODs, Collisions
Ready to place prefabs, folders refactor
More standard shader compilation polish
plaster_a generic textures
Ignore "Coroutine continue failure" errors
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Removed shader warmup (linux crash bug)
Fixed low res terrain rocks
optimized bear model LODs
Fixed floor grill thinking it was a door
updated phrases
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework