127,958 Commits over 4,109 Days - 1.30cph!
removed ore ddraw
tighter hotspot placement on new ores
Increased LeanTween limits
Playermodel male neck seam geo/skinning
Fixed eyelid movement & blinking
Fixed erros generated when culling has safe mode enabled
Fixed and re-enabled culling compute shader path
fixed the lr300 viewmodel attack animations being all jerky
Forced occlusion culling to always use pixel shader fallback
Re-enabled shore wetness on terrain shader
Removed a culling debug param
Added sampled coverage queries
Optimized SkinSet (player gender / race setup)
Gas station scene files, prefab
Scene organization and greybox / initial dressing pass
Reduced GC caused by quickcraft (progress but still sucks)
Gas station terrain splats, building/monument splats
More work on Navmesh Grid.
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
Each navmesh grid layer now cater to the area mask of each agent type.
Bundling preprocessing fix
Gas station initial dressing pass WIP
gas station pavement LODs/COLs/Prefab
New snow terrain tiling and material settings
Added DDSUtil for texture data export to dds
Added direct to dds output on texture packer
Repacked building atlas material
Fixed building atlas lod material
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Added IsInvoking to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Converted some remaining stuff to invoke handler
More work on Navmesh Grid.
Fixed IOOR exception in ScanForPositions.
PlayerModel female geo update
Use AsyncTerrainNavMeshBake the way it was intended.
Eliminated GC allocs from Projectile.DoMovement
Enabled prefab pooling on rotting flies effect
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Eliminated GC allocs from Ragdoll.RagdollSetup