106,695 Commits over 3,836 Days - 1.16cph!
Implement GetHashCode & IEquatable for all struct dictionary keys in analytics
Push aggregate items (inluding upkeep) every 60 minutes instead of every minute
Change "UploadPendingItems" from task to coroutine
Added Full Shotgun Ammo Box Prefab
Created Different Material Variations for Shotgun Ammo Box World Model - Slug/Buckshot/Incendiary
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Finished Anisotropic implementation; started work to handle gbuffer pressure
merge from AutoWearClothing
Added Empty Shotgun Ammo Box Prefab
Merge from more_map_markers
Fixed incorrect makrer labels appearing on compass
Code review:
Fixed pings not working for teams with > 2 people
Removed an unused file
Decreased the minimum time between adding pings
Remove overloads on RPC Test methods (the comments told me to)
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Minor embedded light tweak on this prefab.
Assorted small update loop optimizations
Lighting prefab backup.
Light fixture prefab fix.
Fluor light fixture prefab tweaks.
merge from team_ui_nicknames
Added Half Full Shotgun Ammo Box Prefab
merge from satchel_bug_fix
restore values for the satchel
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Merge from terrain_sampling
Tuned threadgroup sizes, using noise filter params to cut down on memory usage, debug info
Added AI prefab to silo scene. S2P.
cherrypicking
80415 - Fixed network read thread spinning unless decrypt queue is at capacity
cherrypicking
80415 - Fixed network read thread spinning unless decrypt queue is at capacity
Merge Main -> Experimental
Be less 'clever' with UseDistance check in PlayerCorpse. The previous version compiled in editor but not on build server.
merge from genetic_vending
Added final area, AI_MiddleMiddle. Move, cover and spawn data.
Cover points for the additional area
disable shadow casting on some weeds prefab
some cosmetic changes to the subway entrance in ferry terminal to make it stand out
material tweaks, namely ao being too strong on some
Expanded AI_Lower to include an additional area and added movepoints and spawner for it.
Resize and reposition AI_Lower AIZ