141,740 Commits over 4,505 Days - 1.31cph!
pool_ball_moving_fix -> main
Fix pool ball velocity creeping into the next shot
New preview positions - way better
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
ocean wreck buoys - combined the seaweed and mussels on all three
renderers 128 > 23 across the three
LOD components 115 > 8
gameobjects 153 > 48
prefabs 482kb > 124kb
Fix dof being too shallow all the time
rebuild manifest after merge issues
folding wicker beds B C D E - combined into one mesh each
frame, fabric and pillow all share Folding_Wicker_Bed_A, so each bed combines into one mesh per LOD band with a single MeshLOD - every bed is one object now
renderers 10 > 4 across the four
LOD components 10 > 4
gameobjects 10 > 4
prefabs 44kb > 26kb
tris at 18m 23,336 > 6,200
last lod under the vert cap on all four so they batch
Swap the crappy overly complex multipel values for character camera shots over to the same orbit camera sty;e as the render images were
Fix head icons being behind the player
Constantly lerp the camera to the bone position rather than only setting it once on enter
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
Fix multiple idle animations playing at once - causing jittering and preventing the reaction anims from playing
Better way to be able to preview rendering shots + category shots
Fix character customisation tiles showing up white initially
Clean up min/max yaw settings
Crystal AR - fixed attachment positions in 3p entity
Fixed the white balance values and when the contrast should be applied in the post processing pass
Add modular_contraption_kit_a meshes, materials and textures
merge from Livestock_animals
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
New cinematic lighting
Various polish and minor animation changes
Ensure older baked textures aren't re-handed out
Fix indirect instancing bricking renderers in the character creator view
Always use best LODs for character creator view props
Rebuild all the static icons
Swap to medium apartment
Render DDraw on beginCameraRendering for RRP
Bugfix: recache icons when opening menu via escape and arriving at the store
Tests: standalone - connected to the server and opened-closed menu multiple times
Strip occlusion culling from the dolly preview too
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
merge from cui_draggable_anchor_fix
Fixed Draggable anchorMax setting to offsetMax
Fix BlurOptimize shader typo
gun display racks - merged weapons and hooks on all three.
each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each
LOD components 32 -> 10
gameobjects 44 -> 19
draw calls 35 -> 20
colliders 32 -> 3
last LOD tris 15,282 -> 6,486
add cinematic shake to the demo options panel, to have the same shake we use in trailers
Added crystal AR page to the weapons category
merge from skinviewer_sept26
minor tweaks to wood glove model for skinviewer
Exclude composter from cooking tests
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Fence Gate LODs and COL update
Fixed bucket helmet clipping in the skin viewer
Added wood armor gloves to the skin viewer
Added posed wood gloves for store page
merge from ocean_sim_waterlevel_trace_fix
More player boat building fixes to not assume oceanlevel is at 0
Fix hull placement, boat creation, deployable height limit
cherry picking from wooden box storage optimsation
cherry pick from bed optimisations
cherry pick from large wooden box