128,392 Commits over 4,109 Days - 1.30cph!
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Toggling grass shadows force-refreshes grass meshes
Work towards mixed navmesh grid cell fidelity.
Dynamic navmesh grid cell fidelity work.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
Some npc navigation improvements.
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
fixed arms clipping on m249 reload at max FOV
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim
Removed BoneFollower (eliminates client side GC + some processing overhead)
tweaked a bunch of 3rd person player animations
better clientside collision for sedan
relocked all items other than default blueprints
item category amount on crafting window shows unlocked items instead of totals
optimized sedan collision mesh
separated the seat mesh from the chassis
added armrests to seats collision mesh
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
Male asian meshes, materials & textures
Male asian head/body seams
Added ambient lighting to light body
Female asian head mesh, materials & textures
Fixed parenting on bradley and heli loot crate fireballs
View model settings
Set anims to use base mesh vessel
Merge from weekend_branch_2
fixed gaps in the sedan model
Added some optimizations and more profiler hooks to the AI systems.
More optimizations to AI system.
Fixed Vector2i equality allocating.
Fixed shadow cascade blending in shadow quality 2
Moved occluders material to generic location Building/materials + added shadows material