34,515 Commits over 4,232 Days - 0.34cph!
Fixed rocket launcher description been slighty wrong
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
Merge from texture packing
fixed effects not playing in the right position for several viewmodels
Added LOD chain models to ore stages 2 to 4
Reverting to legacy EAC API due to server authentication issues
Network++
tweaked the ak47 fire ADS animation
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Cleaned register related gc allocs in occlusion culling
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Fixed culling debug randomly disappearing
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Merge from gc_optimizations
updated smallbackpack albedo texture
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Paper map now despawn in 5 minutes down from 20 minutes.
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
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Packed props/large_industrial_props and props/office_furniture materials
Fixed specular not driving packed map size
Packed some larger materials
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed shader packed map labels
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
OnInventoryChanged profiling
Adjusted some memory pool sizes
Fixed metallic scale in metal_beam_b_refinery_lod (e.g. large furnace)
Eliminated GC allocs from ItemContainer.Load