110,878 Commits over 3,897 Days - 1.19cph!
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Switched system info mono section to direct calls
Fixed white terrain on dev
Updated shaders to integrate better with b21 changes
Fixed issues with torch 3rd person anims/effects not working properly (player controller)
Added system info tab to F1 menu
Texture size/compression tweaks
Fixed water shader errors
Fixed ragdoll errors on u5b21
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Fixed water writing to depth on Windows
Reverted water breaking changes
Time of Day update to 3.0.0 prerelease 5
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelase 4
Added native support for aerial perspective
Made aerial perspective depth calculation physically based
Allows for fog that is unrelated to aerial perspective
Combined sky and ground passes into a single pass
Cleanup & files for Diogo
Slightly toned down the dreamlike bloom.
Undone maxunack checks (should fix client input freeing)
AI now remember their current action's score.
rigged the sawed off shotgun and started animating it.
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Merged changes from main.
Hacky biome and topology map loading for TestLevel
Removed fake CanSleep check.
Animals now sleep in the woods instead of directly on their spawn point.
Sleeping animals are no longer disturbed by resource nodes.
Made monuments block other stuff from from spawning inside them as well
NPC now flinch when attacked.
Fixed NPC animation state.
AISense.Think no longer called twice.