127,433 Commits over 4,109 Days - 1.29cph!
Skeleton arms LOD and COL
Improved network read and write performance by accessing the stream buffer directly
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Tweaks to AI settings to prevent navmesh tears around obstacles.
bonefollower/camera execution reorganization, should be rock solid now
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Another little tweak wrt navmesh link traversal.
Removed NetworkQueueList.Add profiler sample (profiling test)
Added stuck prevention improvements to ai.
Removed redundant gbuffer code
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Updated iceberg prefab/scene
Added snowy versions of boat materials
Fixed LS roof colider again
reverted bradley LOS change
double shotgun has quicker deploy duration
wall netting is cheaper and default blueprint
skin approval
halloween content
phrases again
schema again
manifest
lower AI convar
missing files
reverted navmesh tear fix (performance reasons).
Second attempt at shadow reflection highlight fix
fixed foot IK floating through the waist when spawned
Fixed issue where disabling nav wouldn't completely disable it.
Added nav_grid_agents_expand_domain_enabled convar. Disabling it should help on performance, enabling it should let npcs roam the entire island (each npc unlocks 9 navmesh grid cells around them on spawn).
Only use a single navmesh layer (until navmesh baking performance is resolved).
NPC Player should use same area mask as Animals for now.
Some gc optimizations in NPC Player.
NPC Players samples less positions around them for better optimization.
More strict disabling of AI when nav_disable is true.
Merging in global+water reflection fixes and optimizations
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
Subtracted
23551... you win, unity
Eliminated some GC from logging player deaths