111,284 Commits over 3,928 Days - 1.18cph!
- added convar + option to experimental settings for clouds, off by default, renders billboards if off
- initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance
- add cirrus clouds and configurations for them
- fix sun mesh not being occluded by clouds
- fix cloud display mesh sorting
- further configurable parameters
- clean up/organize code
renaming of unarmed anims to match maya source and new convention
Added asyncUpload settings to mandatory defaults
Set shadow cascade splits in mandatory defaults
Remove the massive lump of disabled code I forgot to delete
Merge indirect instancing
Implement indirect instanced rendering system
Particle raycasy budget preset values
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Unify layer tool: implement manual undo/redo stack (works around issue with unity's undo where some meshes get messed up if any changes are undone on them)
Catapult item pickup and drop sounds
Added streaming texture presets
Ballista bolts world models and pickup/dropped sound
Fixed siege tower pulling flag colliding with tipping flag
Adjusted siege tower model pos so it doesnt spawn clipping into the ground
Fixed battering ram choppy reverse
set up mini crossbow world model and intial anims
Reset Menu Tip icon back to the default info icon when the loading screen is enabled
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Modular kit improvements to ruin wall kit (still WIP)
Commented out any quality settings we probably don't want the client to be able to control.
Added a SetMandatoryDefaults() function to set any stuff we definitely want set as default, across any quality levels.
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
fix snowmobile error in code rather than prefab
Fix all the store pages UI scaling and snow mobile error message
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Updated rig to V4 with updated names
removed old unused ice textures now we have the composite texture
Modular kit improvements to ruin wall kit (still WIP)
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not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step
- drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
Scientist accuracy now depends on what the player is doing not only distance
merge from clientserver_entityfinder_tool
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merge from release - RC (client only)
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ammended sculpture belt switching logic to be less confusing when the sculpture is locked
removed material duplicates that are being handled with an mpb in code
- only difference is fresnel power being 6.5 instead of 4.5 on one of them, need to check if that's intentional or not
hooked up new light setup in code
Updating knight armour skinning
jungle_ruins_c level layout first iteration
Implement the same hammer highlight effect as regular building blocks when targetting upgradables.
Show red if the upgrade is blocked.
merge from fix_detail_metallic_map_error
Fix emission from being clamped