139,136 Commits over 4,505 Days - 1.29cph!
optimised world models for the following weapons:
custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300
all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped.
- LOD0 triangles: 60,828 -> 26,234 across the 5
- LOD0 renderers: 17 -> 5
- Skinned meshes: 59 -> 0
- Meshes: 64 -> 16
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller
glass ar store icon placeholder, set correct steam id
merge from automated_testing
Update a bunch of entity flag toggles to fix issues after flag changes
S2P floating cities
Reflection hack to call ISteamInput::Init
Merge from MonumentBlockers
S2P military tunnel, oilrig, launch site
Bugfix: make sure we modify EnsureMainThread in release builds
That check is always active
Tests: booted TLS scene
Update: integrate TLSTest into client bootstrap and server boot routines
- copied over linux rustnative.so, to be tested
Temp measure to test standalone builds
Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
triangulated wood armour gloves fbx file.
Added SocketMod_LevelPlacement, added to animal fence/gate
merge from DeepSeaTreasure_rw_fix
Enable Read/Write on primativelootbox_gibs
More prefab setup/cleanup
Started work on large control-room-themed randomised room
Merge from hlod_tex_sizes
Update the LOD baker to apply these sizes
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see
Should save around 15mb of graphics memory
Add a rename dialog to livestock animals, can only be used while the animal is being led
merge from lootcrate_refresh
merge from toolgun_LOD_fix
merge from m4_flashlight_laserlight_attachment_fix
merge from minicrossbow_adssfx_fix
merge from spas12_3psfx_fix
merge from supplydrop_LOD_fix
Infant animals will now stay close to their mother
LIvestock animals now save who their parent is
Added CompletePregnancy convar for debugging
All stats need to be >50% to allow breeding
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby
Hooked up stats to crosshair display
Fixed sizing of stats widget
Added pilot flame to 3rd person flamethrower.
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Merge from unused_assets_tool
Fixed some circuit system leaks and oobs
Removing/downsizing some big assets that aren't used as far as I can see
Also got sidetracked looking through our LOD textures, many are too big:
-Deleted explosion_2_high material with associated textures (191mb)
-Deleted Temp_AssetStore_Crocodile.fbx (44mb)
-Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb)
-Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material)
-Reduced battering ram and catapult LOD3 textures from 1024 -> 128
-Reduced floating city structure LOD textures from 1024 -> 256
-Reduced all floating city LOD textgures from 1024 -> 128
-RHIB lods from 1024 -> 256
-All Hemp LOD textures from 512 -> 256
-Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?)
-Pumping station LOD textures 512 -> 256
-Rentable shops LOD textures 1024 -> 256
-Wrecked sedan LOD textures 512 -> 256
-Siege tower LOD materials 2048 -> 256
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore