249,999 Commits over 3,959 Days - 2.63cph!
Priority Refactor, didn't make much sense to do it this way
Adhere to RootPanel Priority when rendering overlays
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
Revert "Fake Ip p2p socket test"
This reverts commit f3bece1dc379452f19b89fad20a1676149deb71a.
Extra debug convars
Update: Factor out profielr exporting logic to a separate script
- Also cleaned up a couple log outputs, as the collection seems sensible
- Cleaned a couple already-done TODOs
Tests: Did an export from editor and standalone server (6k size, 0 pop), loaded in perfetto
[pick] GetBindlessRWTextureXXX if compute shader
IsCloudInstalled doesn't care about versions by default
Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc
Remove manual package install button
fix log interpolation
Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid".
Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks
VirtualCursorSystem - work relative to screen size
Fixed pulling and pushing siege tower
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
particle.rework wip scene
Clickable class is prioritized, fix modal system NRE, reduce panel traversal block size
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Fixed battering ram wheels LOD not set to dynamic
Increased culling range
Ensure you cant lead a horse thats towing a siege weapon
Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely
Battering ram door fixes, will need more work later
Horse will send detach packets on death if towing an entity
- Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
merge from horse_yoke_tests
Updated skeleton in horse ragdoll
Added siege harness to horse ragdoll (hidden by default)
updated metal shield admire animation transition on metal shield animator
Adding updated siegeharness to testridable
proper scale
removed antiquated blockout mesh
Terrain & terrain overrides
Undo: removing ignore.conf accidental submit
Tests: none
Update: ServerProfiler snapshot now contains full names for scopes
Tests: opened the new profile in perfetto
4 shot mini crossbow viewmodel mesh
merge from main - attempting check-in fix
prefab adjustments and cleanup
Make tests compile (still need to be fixed)
Fix regression caused by typo
Remove obsolete transforms
Get rid of detail nav mesh and other memory improvements
Removes detail mesh and also cleans up polygon mesh after detour navmesh creation. Once we have the detour nav data the polygon mesh isn't needed anymore.
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recalculating nrender bounds properly after vertices and indices assignment
giving mesh the same name as its entity