115,259 Commits over 3,959 Days - 1.21cph!
Packed another few dozen materials
Minor tweaks to texture usage report tool
Supermarket loot spawn tweaks
Merge from weekend_branch
Supermarket final tweaks and polish
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Supermarket cash register
Adjusted some memory pool buffer sizes
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Stripped some unused nature assets that have been replaced by newer assets
Stripped old grass assets
Stripped BehaveAsset icon
Stripped TreePerfTest stuff
Stripped old grass system
Disabled dynamic batching (experiment)
Dynamic Navmesh should include Terrain layer for navmesh generation.
Supermarket magazine stands
reduced horizontal recoil on m92
quick distant bradley engine idle
main cannon min engagement range reduced
Bradley is GC free for targeting
Reverted some buffer pre-allocations (memory usage)
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
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
Profiling, cleanup, small GC optimizations
small rocks & tall grass culling distance tweaks
Fixed broken orientation on particle layer accum; touched all relevant shaders
rock dressing scene update
small rocks distance tweak
gas_station level vcolor bakes
backup and scene2prefab
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)
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)