119,258 Commits over 4,018 Days - 1.24cph!
Wooden Armour uses correct icon
Added pooling support to loot containers and collectables
simple scope balance + implementation
fixed purple textures on stone hatchet projectile
Rocket factory interior / walkway greyboxes
Enabled occlusion culling on dx9 and glcore
fixed plants not growing
fixed plant color scale not being applied
Silencer world model lod updates
Small scope world model lod updates
Muzzlebrake world model lod updates
Rocket factory / offices exterior blockout
Fixed player preview (deferred LDR alpha)
Load DebugSkin differently
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Profiler sample around Protobuf.Entity.Deserialize
Group profiler by entity name in GroupDestroy
Merged occluder optimizations
Raster tolerance tweaks on a few occluder meshes
Simplified a few more building occluders
Added more core occluders
Added building occluder set up scene
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Another ArgumentOutOfRangeException
Muzzleboost world model lod updates
Stripped Mesh.MarkDynamic entirely because it's retarded
Fixed rare ArgumentOutOfRangeException in InvokeHandler
DoEffect warning spam editor only
Quick fixed menu UI until we determine that the canvas changes are on purpose
Reduced default animal populations
lasersight world model lod updates
holosight worldmodel lod updates
Merge from invoke_handler