127,288 Commits over 4,109 Days - 1.29cph!
Fixed missing building block placeholder mesh on pooled building blocks
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Updated lighting prefab for monument scenes with latest camera / skydome
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Some changes for more accurate profiling
Deferred entity destruction tweaks
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
can pick up sleeping bags and re place them
phrases
bed pickup disabled/NRE Fixed
protocol++
Fixed server duplicate key exception
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
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Entity destruction priority fix
Fixed overlap issues
Fixed revz god rays
Merge from cs
16176 damage control branch
Military tunnels final models LODs
Bits
Only initialize door animators if required when leaving the pool
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called every time a shot is fired
Military Tunnels scene work backup
removed sticky gizmos from tunnels prefabs triggers
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Added a missing script to the dungeon cam to render decals
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer