127,186 Commits over 4,109 Days - 1.29cph!
finished most pathing at launchsite for bradley
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
Fixed/improved ImageEffectComposite handling of single effect
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Fixed material / memory leak in Bradley TreadAnimator component
Reduced sky brightness slightly
Log warning when trying to create attachment on viewmodel without model component
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
gas_station level vcolor bakes
backup and scene2prefab
small rocks distance tweak
rock dressing scene update
Fixed broken orientation on particle layer accum; touched all relevant shaders
small rocks & tall grass culling distance tweaks
Profiling, cleanup, small GC optimizations
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
Reverted some buffer pre-allocations (memory usage)
Bradley is GC free for targeting
main cannon min engagement range reduced
quick distant bradley engine idle
reduced horizontal recoil on m92
Supermarket magazine stands
Dynamic Navmesh should include Terrain layer for navmesh generation.
Disabled dynamic batching (experiment)
Stripped old grass system
Stripped TreePerfTest stuff
Stripped BehaveAsset icon
Stripped old grass assets
Stripped some unused nature assets that have been replaced by newer assets
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Adjusted some memory pool buffer sizes
Supermarket cash register
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Downscaled heavy plate jacket and pants
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
Supermarket final tweaks and polish