123,980 Commits over 4,171 Days - 1.24cph!
Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
▅▆▅▍▅▇ █▆ ▅▍▌▄▄█▍▉▌ ▌▆▇█▍▄▆▊▅
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Taming that crazy overexposed lighting, part 1 wip.
Twilight atmospherics, terrain wetness and water tweaks.
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Specced up mushrooms. Twilight+night atmospheric wip.
Increased distance before which sign.huge.wood is culled
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Concrete slabs greybox set
Server queries share the gameserver port
Fixed showing PCGamer on menu
Steam Inventory cleanup, refactors
Added InspectorEx base
Roads and pavement greybox set
Train tracks greybox set
road set pivot unfuck
Fixed ragdolls floating away from where they were
Terrain base map compression in DX11; saves ~126 MB from vram; speeds up lowest quality terrain and pvt
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Simplified dirt shader layer
Workshop previews in editor
Workshop import fixes
Climate baseline. Spawn table arid/tundra bushes.
Spawn tables. Various world material improvements. Manifest.
Time advances. Climate tweaks.
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace