122,306 Commits over 4,048 Days - 1.26cph!
[D11] Start to add back anything we care about
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
Fixed impostor sometimes sticking around after tree is killed
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
Disabled graphics jobs on staging for side by side comparison with release
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
Minor ai balance tweak for Military Tunnel.
Fixed missing billboard on oak_e
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
Small AI tweaks at Military Tunnels.
Fixed blueprint icon sometimes being incorrect in loot UI
[D11] Make D11Jenkinsfile use correct branch
ai.move is false by default in the editor
[D11] Simplify for debugging
Nuked GC allocs in PostEffectsBase and ImageEffectComposite
Fixed options menu not showing on first try
Rowboat uses LOD Group instead of Renderer LOD
Changed tree impostor draw layer; now properly toggled along with trees
Fixed terrain texture earray mip generation
Updated terrain texture array lods
Removed some culling related profiler samples
Added occlusion culling graphics option (experimental section); on by default, mapped to culling.env
[D11] Add a D11JenkinsFile
Another small aim tweak to NPCs.
Tweaks to NPC aim system.
Fixed missing billboard on oak_e_trundra (missing files)
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
pumpkin and corn seed yield tweaks
Removed chinook drop zone from Outpost B3 (Hapis)
Added bandit town vending machines to Compound (Hapis)
Tweaks to loot spawns (Hapis)
Fixed pumpkins not showing during fruiting phase
Fixed underwater surfaces broken by combinedfog
Lower chance of getting multiple seeds from eating corn and pumpkins
[D11] merge from main + related fixes
health over time takes longer to convert into health
corn and pumpkin harvest time increased
Tweaked aim system a bit.
Convar'ed aim system variables.
Generated convars.
Tweaks to military tunnel.
Scene2Prefab Military Tunnel
Updated manifest.