33,215 Commits over 4,109 Days - 0.34cph!
wall.frame.netting double sided for better lighting
X offset to center the net into the frame
Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
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Removed ladder leading to LS roof and replaced it with a makeshift walkway
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Eliminated a bunch of server logging overhead that could cause frame rate drops
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Misc ai tweaks and navmesh grid link updates.
equal chance for all item drops in a tier
Skeleton arms LOD and COL
Improved network read and write performance by accessing the stream buffer directly
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Tweaks to AI settings to prevent navmesh tears around obstacles.
bonefollower/camera execution reorganization, should be rock solid now
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Another little tweak wrt navmesh link traversal.
Removed NetworkQueueList.Add profiler sample (profiling test)
Added stuck prevention improvements to ai.
Removed redundant gbuffer code
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Fixed LS roof colider again
reverted bradley LOS change
double shotgun has quicker deploy duration
wall netting is cheaper and default blueprint
skin approval
halloween content
phrases again
schema again
fixed foot IK floating through the waist when spawned
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).
Only use a single navmesh layer (until navmesh baking performance is resolved).
NPC Player should use same area mask as Animals for now.
Some gc optimizations in NPC Player.
NPC Players samples less positions around them for better optimization.
More strict disabling of AI when nav_disable is true.