255,070 Commits over 3,990 Days - 2.66cph!
Move VR scene switcher logic into OnStart
Fix view model spamming errors
Hook tiger model to prefab
Horse server optims, throttled auto avoidance
Added convars to throttle the ground normal update too, so we can fine tune it
Minor client optims
Art progress on hallway connector
Rename and move tiger protection asset
Set up crocodile required gameplay assets
Use FastDebugDraw to draw debugging information of IndirectInstancing
Merge from /fast_debug_draw
First iteration of the FastDebugDraw component, shader and material
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
Restructure handling of debug code in IndirectInstancingCamera
Add [CopyToClone] attribute to allow fast path clone of structs that don't hold any references (ParticleFloat, Curve, Vector...)
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
Submitting tiger rig fbx with fur LODs
Fix compilation error in StandardLayers.cginc
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
Fix pass by reference in IndirectInstancingRenderer
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
Set battering ram seat to mobile, changed dismount hold type
Improve and clarify Add() and Remove() handling in RendererBatch
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
Pass instancing handle by reference to ensure it's always up to date
Rename LODCell.Timestamp → LastRefreshTimestamp
Restore old TypeLibrary at end of SerializeTest
Pass instancing handle by reference to ensure it's always up-to-date
Make LODComponent's Hide() and Show() public
- Greatly improved the smoothness of swapping between states during reload
- Fixed flip that was happening mid way through
- Cleared up a lot of the artifacting
Delete unused tiger static mesh
Merge from wip_quality_size
Finished off quallity based slots, fixing some bugs and refactoring.
Make LODComponent's Hide() and Show() public
Generate root motion data for existing anims
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
Possible fix for fragile tests
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Refactor GameObject serialization tests a little
A couple of object cloning edge case tests
CloneActionGraphProperty test
Add CloneActionGraphSceneReference test
Pull tests from master
DeppClone all reference types
Added Pie Textures and Setup Pie Materials
merge from lunar branch, changsets -
111037 (fixed uvs on lod2 wallframes) and
111016 ( fixed default wall divider appearing in the crafting menu without ownership)
Refactor GameObject serialization tests a little
A couple of object cloning edge case tests
CloneActionGraphProperty test
Add CloneActionGraphSceneReference test
Add CloneActionGraphSceneReference test