201,026 Commits over 4,171 Days - 2.01cph!
Salvaged cleaver optimisation
Fixed shaders after merge + parity with main
Shader parity with prerelease + deferred mesh decal instancing
apparently I didn't commit the mixer.
Fixed potential NRE in playerModel applyVisibility + compilation warning
Nomenclature changes to grass shader
Added foliage shader
Added server convar to pause time while loading (defaults to false)
Junkpiles overgrowth details
Beancan grenade optimisation
cutting in much better slope system
ak mesh entity changes ( lod 2 was not displaying properly)
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Unclamped structural values for building upgrades
Fixed building view init order issues causing NRE in the building editor tool
Moved audio source prefabs into the prefabs folder
fixed the shells not ejecting / mag not dropping on the ak47 worldmodel
More shader parity with prerelease + removed parallax mapping (for now)
Removed redundant shader tag
Trees and bushes custom normals pass for volume
Merged shader changes from main
attempting to fix an error message
Smash big rock has its own interaction, held item condition to prevent it being performed when held
Replaced all small rock meshes with slightly higher poly versions, scales might be a bit off
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Added group collection support condition, tweaked groups data and herd AI module
Fixed NRE in collections debug gizmos
double armored door hatch functional
smoother movement on hatch open/close
phrases
fixed the material on the 3rd person shell casings
Removed forward passes from grass shader
Updated foliage shader with barebones down version of Standard (wip)
Custom collisions for L&R armored double doors - can shoot your face through