114,140 Commits over 3,959 Days - 1.20cph!
reverted navmesh tear fix (performance reasons).
manifest
lower AI convar
missing files
phrases again
schema again
reverted bradley LOS change
double shotgun has quicker deploy duration
wall netting is cheaper and default blueprint
skin approval
halloween content
Fixed LS roof colider again
Updated iceberg prefab/scene
Added snowy versions of boat materials
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Removed redundant gbuffer code
Added stuck prevention improvements to ai.
Removed NetworkQueueList.Add profiler sample (profiling test)
Another little tweak wrt navmesh link traversal.
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bonefollower/camera execution reorganization, should be rock solid now
Tweaks to AI settings to prevent navmesh tears around obstacles.
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Improved network read and write performance by accessing the stream buffer directly
Skeleton arms LOD and COL
equal chance for all item drops in a tier
Misc ai tweaks and navmesh grid link updates.
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Added ice sheet debris decals
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Eliminated a bunch of server logging overhead that could cause frame rate drops
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Removed ladder leading to LS roof and replaced it with a makeshift walkway
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Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
wall.frame.netting double sided for better lighting
X offset to center the net into the frame