31,242 Commits over 3,959 Days - 0.33cph!
Only use a single navmesh layer (until navmesh baking performance is resolved).
Fixed issue where disabling nav wouldn't completely disable it.
Added nav_grid_agents_expand_domain_enabled convar. Disabling it should help on performance, enabling it should let npcs roam the entire island (each npc unlocks 9 navmesh grid cells around them on spawn).
fixed foot IK floating through the waist when spawned
phrases again
schema again
reverted bradley LOS change
double shotgun has quicker deploy duration
wall netting is cheaper and default blueprint
skin approval
halloween content
Fixed LS roof colider again
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Removed redundant gbuffer code
Added stuck prevention improvements to ai.
Removed NetworkQueueList.Add profiler sample (profiling test)
Another little tweak wrt navmesh link traversal.
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bonefollower/camera execution reorganization, should be rock solid now
Tweaks to AI settings to prevent navmesh tears around obstacles.
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Improved network read and write performance by accessing the stream buffer directly
Skeleton arms LOD and COL
equal chance for all item drops in a tier
Misc ai tweaks and navmesh grid link updates.
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Eliminated a bunch of server logging overhead that could cause frame rate drops
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Removed ladder leading to LS roof and replaced it with a makeshift walkway
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Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
wall.frame.netting double sided for better lighting
X offset to center the net into the frame