115,299 Commits over 3,959 Days - 1.21cph!
Fixed shadow cascade blending in shadow quality 2
Moved occluders material to generic location Building/materials + added shadows material
More optimizations to AI system.
Fixed Vector2i equality allocating.
Added some optimizations and more profiler hooks to the AI systems.
fixed gaps in the sedan model
Merge from weekend_branch_2
View model settings
Set anims to use base mesh vessel
Fixed parenting on bradley and heli loot crate fireballs
Female asian head mesh, materials & textures
Male asian head/body seams
Added ambient lighting to light body
Male asian meshes, materials & textures
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
added armrests to seats collision mesh
optimized sedan collision mesh
separated the seat mesh from the chassis
relocked all items other than default blueprints
item category amount on crafting window shows unlocked items instead of totals
better clientside collision for sedan
tweaked a bunch of 3rd person player animations
Removed BoneFollower (eliminates client side GC + some processing overhead)
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
fixed arms clipping on m249 reload at max FOV
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Some npc navigation improvements.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
Dynamic navmesh grid cell fidelity work.
Work towards mixed navmesh grid cell fidelity.
Toggling grass shadows force-refreshes grass meshes
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)