141,449 Commits over 4,505 Days - 1.31cph!
Merge from render_pipeline_testing
Added support for Deferred+ lighting on Core type materials
removed mesh collider from HAB armour frame and replaced with box colliders so it can work properly
Added a stencil block to the deferred plus shader pass to ensure we only apply lights to opaque surfaces
merge from automated_testing
merge from texture optimisations
Fixed the test list CI ordering issues
allNonGlobalBaseEntityPrefabs just look for the GlobalBroadcast label, saves 10s
Updated the spot and point light attenuation and light cookies to perfectly match BRP's lighting
Scale blockout and prefab setup
Memoized the test paremeters resolution, so we aren't resolving the same parameters multiple times when many tests are using the same source
Merge from render_pipeline_testing
Remove the client colliders, not needed
merge from submarine_looting_fix
Disallow looting of clipping player bodies etc. while mounted to submarines, need to get out to loot
- Added blockLooting field on base mountables
merge from livestockanimals
ao rreduction & optimisation pass on some structure assets
they were shipping 2k ao textures, now resized but visually no difference.
11 ao maps touched, 9 were shipping at 2k
vram 25.3MB -> 2.2MB
Merge from attackheli_armour_damage
merge from medical_honey_bandage
Instant health 10 > 8.
Healing over time 4 > 6.
Cloth craft cost 8 > 4.
Batch add stencil block to common shaders
merge from improved_event_saveloading
Make sure to still restart oil rig radiation on server restart if the force reset fails
Split off HQM ore spawn to their own population to allow for much rarer spawning
Add rare HQM collectable spawns
Placeholder resource values
Manifest