248,679 Commits over 3,928 Days - 2.64cph!
main -> 4ShotMiniCrossbow
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
vendor_stats_fixes -> main
Fixed a case where feed entry could be padded off to the left for no appartent reason
Use base stats as reference point for modifiers
Few missing stats
Further stats/modifiers refactoring
Updating ballista weapon rig
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
CSceneObject::GetCTransformUnaligned()
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Optim: remove dead bots from global tracking
- Removed now unnecessary null check when simulating bots
Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.
Merge from simple_upgrade
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes
This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
tweaked ice sculpture IO input rotations, also rendered new icon
Fix cancel radial menu appearance behaviour for upgradables.
Fix the pre-existing missing icon error message.
corrected material initialization logic so emissive material and property is actualy set when loading
Horses hitch and trough logic
Added an IHitchable interface to keep the old horses working
Code cleanup
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
saving/loading sculpture light settings
Refactor non polymesh navmesh data
Initial link component
Add navmesh links to tile cache
Ballista now sets the player animator 'up' parameter based on its pitch angle (range -1,1)
New: console command to report bot count on the server.
Tests: loaded into 3.5k procgen world and used the command
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GTAO is in engine now
Update ssao.scene
Disable Navmesh Warning "Could not build compact data" for now
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
Editor buttons desaturate when disabled/readonly
set dayaans material values to the default, tweaked tiling of cracks slightly, tweaked ice colour to be a bit more blue in anticipation of the ice_composite texture consisting of R - albedo G - Height - B - Smoothness - A ao. Old textures can now be removed once Dayaan has hooked up the new texture
Add missing XeGTAO headers
merge from fix_lod_camrea_nre -> main
Try fixing LOD camera NRE again
toast to show if you're trying to edit a sculpture while it's locked
any edited sculpture shows picture CornerIcon in UI
Fix up GroundTruthAmbientOcclusion