33,183 Commits over 4,109 Days - 0.34cph!
bradley now spawns at launchsite, broken af
protocol++
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
finished most pathing at launchsite for bradley
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
Fixed/improved ImageEffectComposite handling of single effect
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Fixed material / memory leak in Bradley TreadAnimator component
Reduced sky brightness slightly
Log warning when trying to create attachment on viewmodel without model component
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
small rocks distance tweak
rock dressing scene update
Fixed broken orientation on particle layer accum; touched all relevant shaders
small rocks & tall grass culling distance tweaks
Profiling, cleanup, small GC optimizations
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
Reverted some buffer pre-allocations (memory usage)
Bradley is GC free for targeting
main cannon min engagement range reduced
quick distant bradley engine idle
reduced horizontal recoil on m92
Dynamic Navmesh should include Terrain layer for navmesh generation.
Disabled dynamic batching (experiment)
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Downscaled heavy plate jacket and pants
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
Merge from weekend_branch
Minor tweaks to texture usage report tool
Packed another few dozen materials
Closing potential sources of NRE in occludees
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Added scattering/fog support to new explosion shaders
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Geiger World model, prefab, mats, textures etc
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema