111,832 Commits over 3,928 Days - 1.19cph!
Updated water and river materials
Water specular and smoothness control (doesn't affect SSR)
MeshCull plays nice with batching
Batched mesh readonly fix
Skip LODs that use multiple submeshes (for now)
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Command line -connect test
Print command line during bootstrap
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
Retired LODBatch (use RendererBatch)
Generic deployable prefabs
Building deployable prefabs
Removed some un-needed errors
Don't receive voice chat when dead
Large water catcher is researchable
Fixed using blueprints as ammo
Fixed invisible collectables (placeholder models)
Fixed skin ambient lighting
Water2 parity changes from before; improved distant fog
fixed semi auto rifle ironsight offset
updated loot tables
updated icon for semi auto rifle
protocol++
Fixed rock particles from colliding with player collider
Fixed missing textures on key lock
Moved secret debug keys to console commands (lookingat, noclip. debugcamera, drawcolliders)
Holmzy's Law: When admins give items, announce it to the whole server in chat
road_decal textures
road asphalt textures
Updated crash reporter URL
Improved a bunch of shitty crap areas. Removed baddie asset store radtowns in preparation for our own.
PrefabPrepare - check for nulls
fixed orientation problems with the wakeup animation
setup the worldmodel for the semi_auto rifle
Fix for NRE when not on a branch
SpeedTree parameter updates for 5.3