139,288 Commits over 4,505 Days - 1.29cph!
updated glass assault rifle description
Update: add TerrainMeta.SampleTerrainMeshHeights
Configured to engage async after have more than 4 batches of 256 pos each
Tests: ran perf tests
Update(tests): add IsInsideTerrain perf comparison tests
Need them to tweak when to engage async and when to skip it internally
Tests: ran them
ice ak world model optimisation
consolidated into one object, one LOD chain
LOD0 tris 13.8k -> 9.5k
highlight draws 5 -> 1
removed dead lod states in sunflower, rose, orchid world models
merge from medical_honey_bandage
Fixed world model collision being too small
Fixed world model outline referencing the old bandage instead of the new one
Additional UI options for gamepad
More gamepad tweaks and convars, actions.
added and setup dedicated worldmodels for fire and bone arrow
reducing highlight draws
Changed honeybandage worldmodel to new material and model
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
Honey Bandage Material and Textures
Hook up damage state change FX on all blockers
merge from automated_testing
World model LOD fixes - 6 prefabs drawing every LOD at once
MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance.
LOD0 optimisation pass on these too: 47,280 -> 22,675 tris
world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped:
flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
Ladder Tall opee and closed variants LOD0
Merge from rentableshop_improvements_aug_26
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time)
Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Merge from crude_drain_fix
Merge from rendererlod_collapse_improvements
State change FX for all the blockers.
Fix RRP lightingpass memory leak
Merge from hlod_improvements_aug_26
Remove some old debugging code
Fix categories not working properly
do a big pass removing server field resets from vehicle pooling, all tests still pass
Merge from PlayerMaintainedMonuments/analytics
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Disable tangent import on all collision meshes
All collision meshes were calculating and storing tangents that collision geometry never uses.
Set tangentImportMode to None, removing around 33 MB of mesh data.
Import settings only - no mesh or reference changes.
salvaged hammer refresh work
- folder cleanup
- removed old anims, models, files
- updated naming of 3p anims
- tweaked sound event timing on 3p anims
Don't override bestRot before spawning
Look for COl when skipping meshes in building block highlights/upgrade
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Added footprint functionality into the CliffSandbox dev scene
More tweaks and improvements.
Populate tiles in customizer with options defined in character manifest.
Fix two extra races being added for no reason
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
Fix deployables that are inside multiple rooms not working
- assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
fixed small shark .worldmodel weird setup
removed switch on sound event for viewmodel deploy