31,238 Commits over 3,959 Days - 0.33cph!
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
improved helicopter searchlight
perhaps improved interpolator jitteriness
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Geiger World model, prefab, mats, textures etc
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added scattering/fog support to new explosion shaders
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Merge from weekend_branch
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Disabled dynamic batching (experiment)
Dynamic Navmesh should include Terrain layer for navmesh generation.
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
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)
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)