145,781 Commits over 4,444 Days - 1.37cph!
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Update(tests): add support to generate test positions in deep sea bounds
- updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes
- documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels
Tests: ran updated unit test
Merge from shadow_map_caching
Fixed drone controls not being keyboard layout aware
Add volume component for motion blur (2)
Add volume component for motion blur
Tier is driven by the highest key card required
Popup styling update
skinnable and obj mesh for workshop
updated small backpack mesh
Updated all the volumes profiles for RRP that required auto exposure
Add support for real windows notifications
axisFromEdge lookup instead of computing it from the stride
Fix motion vectors from skinned meshes
WIP.
Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
Added support for SRP's camera history API and added auto exposure to RRP
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
Merge: from servercacheplayerinfo_optim
- Optim: reduce the amount of state we recache every frame
- Bugfix: fix some state being out of date by half-a-frame
Tests: unit tests + playing on craggy
Monument info popup progress, polished the framing and buttons flow
shadow proxy polish on apartment complex b corner module
removed some stray floating props
shadow casting optimizations on set dressing inside apartment complex b
enabled r/w on some pipe segments left out by batching
apartment complex wing prefab tweaks
shadow casting off on rooftop barriers
removing left over greybox from apartment core prefab
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
fixed statue collider import options
Fixed subway town square collider
Fixed terrain opacity map near subway entrance
Auto fill monument info scriptables based on whats inside the monument prefab
Merge from shield_disconnect_fix
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects
Replaced the singleton access in disconnect of the map screen and death screen
Fixed shield leaving power bar on screen when player disconnects
Upgrade SSAO to new render pipeline API
Replace RenderPasses with RasterPasses and BlitPasses
Replace commandbuffer SetGlobals with material setters
Use RenderAttachment and UseTexture workflow
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
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Added framework for blocking some items in rentable store inventory
Merge from demo_cfg_frame_0
Adjust timing so this runs after replicated vars are applied