112,251 Commits over 3,928 Days - 1.19cph!
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Added a missing script to the dungeon cam to render decals
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
removed sticky gizmos from tunnels prefabs triggers
Military Tunnels scene work backup
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Military tunnels final models LODs
Bits
Merge from cs
16176 damage control branch
Fixed overlap issues
Fixed revz god rays
Entity destruction priority fix
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Deferred entity destruction tweaks
Some changes for more accurate profiling
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
Updated lighting prefab for monument scenes with latest camera / skydome
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing
Fixed missing building block placeholder mesh on pooled building blocks
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
Improved skin brdf sss quality by fixing omission; touched relevant shaders