33,203 Commits over 4,109 Days - 0.34cph!
Fixed beard sometimes not showing
Commented world model check in GetFootPlacement (gc alloc)
viewmodel prefab update - removed 'apply root motion' from animators
Fixed recurrent GC alloc in TSSAA
Admire animations - adding to DB
Fixed recurrent GC alloc in SelectedBlueprint.Update
Downscaled a few textures
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
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tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Workbench can no longer be locked (bug fix)
Added explicit specular control to hair shader
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
Double check that we have valid heightmap meta before running async terrain mesh generation.
Fixed player motion blur popping when swapping LODs
fixed foot flipping around like pinball flippers when player was on stairs
Beenie hat now deforms hair
Fixed deferred decal gbuffer normal decoding
Cave reverb tweaks
Fix occasional attempt to unload music clips that aren't loaded yet
Fix repeated phys impact sounds when objects get stuck inside something
Failsafe for rare stuck bush rustle
Fix song shuffling not kicking in before first piece of music plays
Lazy deferred decal draw queue/order
merge into main
protocol++
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
Subtracted 23812; needs a better approach
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Tweaked NPC attack offsets.
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Primitive lootbox fbx/materials/prefab/gibs/textures
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Animals should die less on spawn during server startup (if at all).
Added convar to alter Navmesh Obstacle behaviour.
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
NRE fix in object motion vector
primitve loot box fbx update, now has a basic bottom
tree smoke no longer loops