128,271 Commits over 4,109 Days - 1.30cph!
small rocks distance tweak
rock dressing scene update
Fixed broken orientation on particle layer accum; touched all relevant shaders
small rocks & tall grass culling distance tweaks
Profiling, cleanup, small GC optimizations
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
Reverted some buffer pre-allocations (memory usage)
Bradley is GC free for targeting
main cannon min engagement range reduced
quick distant bradley engine idle
reduced horizontal recoil on m92
Supermarket magazine stands
Dynamic Navmesh should include Terrain layer for navmesh generation.
Disabled dynamic batching (experiment)
Stripped old grass system
Stripped TreePerfTest stuff
Stripped BehaveAsset icon
Stripped old grass assets
Stripped some unused nature assets that have been replaced by newer assets
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Adjusted some memory pool buffer sizes
Supermarket cash register
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Downscaled heavy plate jacket and pants
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
Supermarket final tweaks and polish
Merge from weekend_branch
Supermarket loot spawn tweaks
Minor tweaks to texture usage report tool
Packed another few dozen materials
Closing potential sources of NRE in occludees
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Added scattering/fog support to new explosion shaders
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
Clamp npcs to the ground as we are traversing a navmesh link.