31,237 Commits over 3,959 Days - 0.33cph!
If ai_dormant is on, only tick metabolism simulation on agents that are active.
Merged from ai branch to main
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
Fixed shader packed map labels
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Packed some larger materials
Fixed specular not driving packed map size
Packed props/large_industrial_props and props/office_furniture materials
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Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Paper map now despawn in 5 minutes down from 20 minutes.
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
updated smallbackpack albedo texture
Merge from gc_optimizations
Added packed research table and bone armor to test osx bundles
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Fixed culling errors when rejoining a server
Fixed occludees visible when registered to an invisible cell
Fixed culling debug randomly disappearing
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Cleaned register related gc allocs in occlusion culling
Cherry picking improved CreateOrUpdateEntity profiling (22318)
tweaked the ak47 fire ADS animation
Reverting to legacy EAC API due to server authentication issues
Network++
Added LOD chain models to ore stages 2 to 4
fixed effects not playing in the right position for several viewmodels
Merge from texture packing
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
Fixed rocket launcher description been slighty wrong
fixed clipping on pickaxe vm throw
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
More description fixes and updates
Fix LOD material pop-in on rocks
Fixed animation event prefab paths not being lowercase
More prefab paths that weren't lowercase
Fixed some hardcoded prefab paths in code that weren't lowercase
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups