158,892 Commits over 4,597 Days - 1.44cph!
iterate on fsm graph UI, restyle it to look more like a normal editor window
added workshop source files for all three batteries
New: ContentDirBackend, potential successor to AssetBundleBackend
- emulates dynamic bundles, but doesn't implement their mechanism
Still need to implement ContentDirectory building and actually test if this works
Tests: none
Merge from new_phone_conversations
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
Fix NRE on PhoneController.DoServerDestroy
Repainted apartments blend map so it falls within monument radius
head_bob_anim_fixes -> main
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Updated medium and large battery UVs and 2K textures across all LODs and gibs for workshop skins. car battery didn't need adjusting
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
Play camera animations on viewmodel turrets (pt boat turrets) even if headbob is off
Stops hands clipping/flying away since the camera is staying put
add nametags toggle for demoui2
toggle fp turn in place by default
Setup IceSculpture IO as a subentity
- removed dead BaseSculpture protobuf declaration, nothing used it as syncvars were better
tune turn in place to be more responsive
Removed camera command buffer setup in the AmplifyOcclusionBase class
Removed the BaseCommandBuffer class as it's no longer needed
Removed the BiRP specific DeferredIndirectLighting shader and hlsl file. RRP has it's own
Updated Viewmodel to removed weird geometry
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Map shop markers only refresh their info when the shop data changed
Was copying every shop's sell orders and Steam filtering its name on every map open
60 shops: shop refresh 4.2~ ms -> 0.4~ ms, map open 6.7~ ms -> 2.6~ ms
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Map monument markers are built during world setup rather than first map open
19~ ms -> 2.7~ ms when opening the map for the first time
Deleted the old bloom scripts
Removed all deprecated custom bloom implementations
Deprecated the CommandBufferManager and removed dependencies from every script that touched it, as we don't need this in RRP
Updated M79 Viewmodel and Materials
Added M79 Grenade Viewmodel
Setup M79 Grenade Launcher Materials
Imported M79 Grenade Launcher Textures
Removed the convar for disabling RRP and cleaned up the initialization of RRP
Merge from render_pipeline_testing
merge from scrap_king_building_skin
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Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
Made icelake placement much fairer so Ice Lake 4 isn't disproportionately spawning compared to the other 3 variants - larger icelakes now spawn more often.
Uses a new TerrainAnchorBlendGenerator to generate terrain anchors using the icelake's blend map so anchors are used more sparsely and only in the areas they are needed to make placement easier. The big disc anchors were too mean.
Manually reviewed all icelakes across 25 seeds and observed much more diverse placement.
Merge from hotfix_livestock_loop
Fix livestock being stuck looping when trying to U-turn in a tight corridor
Merge from hotfix_livestock_lead