33,112 Commits over 4,109 Days - 0.34cph!
Another round of improvements to Murderer AI.
Touched up on Murderer ai.
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
Nuked large scale occlusion
minor melee fixes for npcs
Eliminated some GC from logging player deaths
Subtracted
23551... you win, unity
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
Merging in global+water reflection fixes and optimizations
More strict disabling of AI when nav_disable is true.
NPC Players samples less positions around them for better optimization.
Some gc optimizations in NPC Player.
NPC Player should use same area mask as Animals for now.
Only use a single navmesh layer (until navmesh baking performance is resolved).
Fixed issue where disabling nav wouldn't completely disable it.
Added nav_grid_agents_expand_domain_enabled convar. Disabling it should help on performance, enabling it should let npcs roam the entire island (each npc unlocks 9 navmesh grid cells around them on spawn).
fixed foot IK floating through the waist when spawned
phrases again
schema again
reverted bradley LOS change
double shotgun has quicker deploy duration
wall netting is cheaper and default blueprint
skin approval
halloween content
Fixed LS roof colider again
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Removed redundant gbuffer code
Added stuck prevention improvements to ai.
Removed NetworkQueueList.Add profiler sample (profiling test)
Another little tweak wrt navmesh link traversal.
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bonefollower/camera execution reorganization, should be rock solid now
Tweaks to AI settings to prevent navmesh tears around obstacles.
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Improved network read and write performance by accessing the stream buffer directly