130,552 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Update: Expand IServerCallback to include on-demand-save functionality
- Changed relevant calls to propagate the implementation
FullServerDemos will need to invoke these for relevant chunks
Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
 
                
                
                
                
                
             
         
        
            
            
            
                
                added Swim/SwimAttack/SwimIdle/SwimSprint animations
added temp crocodile fbx with all animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: SaveRestore can write to streams on demand
- Refactored common functionality betweeen save-to-file and save-to-stream
- Added thread-safe stream queue for stream requests
- Added callbacks for when stream writing is complete
Working on server demos having a save for each of it's chunks - this is a part of a larger submit.
Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed SiegeWeaponVehicleAudio NREs
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited vm minicrossbow reload anims
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Setup look anim and spine anim
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add one-shot anims to animator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create tiger skeleton assets (ragdoll not setup)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Incapacitate blindness tweaks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix high tier loot spawning in loot containers as the server starts up
- refresh all loot on the server when the era is changed
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Basic blockout for beehive
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spawn 50% of the sulfur nodes in primitive era
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for float weights for spawn populations
Add support to give prefabs different weights based on the era of the server
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix view model spamming errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hook tiger model to prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Horse server optims, throttled auto avoidance
Added convars to throttle the ground normal update too, so we can fine tune it 
Minor client optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rename and move tiger protection asset
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set up crocodile required gameplay assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use FastDebugDraw to draw debugging information of IndirectInstancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from /fast_debug_draw
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                First iteration of the FastDebugDraw component, shader and material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restructure handling of debug code in IndirectInstancingCamera
 
                
                
                
                
                
             
         
        
            
            
            
                
                Indirect Instancing: Initial support for material propery blocks (only _Color so far)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Submitting tiger rig fbx with fur LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compilation error in StandardLayers.cginc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Renname ConVar.Batching.renderers → ConVar.Batching.enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix pass by reference in IndirectInstancingRenderer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set battering ram seat to mobile, changed dismount hold type
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improve and clarify Add() and Remove() handling in RendererBatch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Pass instancing handle by reference to ensure it's always up to date
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rename LODCell.Timestamp → LastRefreshTimestamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pass instancing handle by reference to ensure it's always up-to-date
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make LODComponent's Hide() and Show() public
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Greatly improved the smoothness of swapping between states during reload
- Fixed flip that was happening mid way through
- Cleared up a lot of the artifacting