157,646 Commits over 4,566 Days - 1.44cph!
merge from cookingworkbench_kettle_fix2
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
Adding G3A3 blockout mesh
merge from main -> ugc_censor_option
Can now change pie menu sets with gamepad bumpers
Fix badly merged anim controllers and livestock fsm
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
Merge from main (potential stomp of petting work, on it)
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Fix flickering mouse cursor when right stick scrolling UI options.
Fixes double hover state too.
Merge from render_pipeline_testing
Fixed the auto exposure causing camera's to fade in from black unintentionally
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps
Fixed gizmos not displaying in the CliffSandbox dev scene
full_parented_mounting -> main
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Fixed LOD components allocating a delegate each time they reregister with occlusion culling
A big base streaming in (~3500 LOD components):
417KB -> 15KB alloc
Merge from workshop_skin_analytics
Change lb/rb to cycle container selection ccw/cw
Fix artifacting on cargo mapmarker
Polish cow exit after eating from trough, using new turn anim
Return back workshop IDs that are loaded
Fix container order when jumping with bumpers in dpad mode
Merge from render_pipeline_testing
Updating viewmodel rig with new mesh
Added presets for SSAO that are configured via the renderer feature
Fixed MeshCull not hiding its renderer when reused from the pool while culled
Was causing code lock light quads to draw at any distance after spawning, amongst other things
Fixes to allow flattening inside of entity prefabs
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible
Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on
Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Fix bugs with group change polling
Disposing graphics buffers before use where it wasn't done previously
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
merge from trainengine_audio_fix
Remove PlayerSyncCycle - not needed anymore
Remove MountedSyncSystem for vehicle seats - not needed anymore
Add missing IsOn check for heli rumble
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
Fix flare viewmodel attach anim
Fixed door controller lights not being culled
Was ~0.2ms on light culling and binning for 81 of them
Idle SAM sites stop rewriting their aim every frame
Was 0.04ms per frame with 4 sam sites in network range
Fixed IO entities with pipes rebuilding their pipe colliders on every network update
IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
viewmodell anim tests + placeholder sounds