128,863 Commits over 4,232 Days - 1.27cph!
Merge: from server_occlusion_poppin
- Reduce player poppin by making occlusion grid generation more conservative
- Bumped occlusion version, will cause regeneration on next server boot
Tests: visualized in editor, ran previously failed queries
Fixed more issues with shadow biases in the RRP shaders
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain
- bumped occlusion file version
Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin.
Tests: visualized new grid, ran previously failing query - they now pass
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
merge from anchored_boat_mass
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
fix display scaling and random rotation, assign a bunch of item category overrides
footer buttons on sorting
Final optimisation on floating walkway pieces
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fixed static tarp materials having wind enabled
material simplifications on temperate_portacabin_building_300_600
- Fix deep sea map marker jitter
- Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
farm kiosk adjusted proxy for less shadow acne
fixed floating light posts in FC3 +S2P
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
shadow proxy mesh for smallOceanWreckBuoy
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
made ProceduralMapEmpty more empty
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
merge from deepsea_terraintexturing_leak
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
Fixed RPG store page using the wrong atlas
HeavyPlatePants repose/lods
HeavyPlateJacket repose/lods
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
merge from engine_improved_fuel_access
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode)
- we should jobify the DistanceField stuff as well, but this is a quicker win
merge from floating cities
Fixed mission giver NPC position in FC3 and 4
S2P all FCs
fixed paddling pool static and its water plane not culling
adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables
ridiculous spinner wheel dropbox drawing distances fixed
arcade machine static, bunch of optims
Merging main to main/fpbuild_jenkins
Updating flare rig joints
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FC barge 3600/4200 shadow proxies
disabled shadow casting on some outliers from floating walkways set prefabs
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